# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 15617 2009-03-04 23:32:23Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "gui.h"
    00007 #include "articulated_vehicles.h"
    00008 #include "command_func.h"
    00009 #include "npf.h"
    00010 #include "news_func.h"
    00011 #include "engine_func.h"
    00012 #include "engine_base.h"
    00013 #include "company_func.h"
    00014 #include "depot_base.h"
    00015 #include "vehicle_gui.h"
    00016 #include "train.h"
    00017 #include "newgrf_engine.h"
    00018 #include "newgrf_sound.h"
    00019 #include "newgrf_text.h"
    00020 #include "yapf/follow_track.hpp"
    00021 #include "group.h"
    00022 #include "table/sprites.h"
    00023 #include "strings_func.h"
    00024 #include "functions.h"
    00025 #include "window_func.h"
    00026 #include "vehicle_func.h"
    00027 #include "sound_func.h"
    00028 #include "variables.h"
    00029 #include "autoreplace_gui.h"
    00030 #include "gfx_func.h"
    00031 #include "ai/ai.hpp"
    00032 #include "newgrf_station.h"
    00033 #include "effectvehicle_func.h"
    00034 #include "gamelog.h"
    00035 #include "network/network.h"
    00036
    00037 #include "table/strings.h"
    00038 #include "table/train_cmd.h"
    00039
    00040 static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00041 static bool TrainCheckIfLineEnds(Vehicle *v);
    00042 static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image);
    00043 static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
    00044 static void CheckIfTrainNeedsService(Vehicle *v);
    00045 static void CheckNextTrainTile(Vehicle *v);
    00046
    00047 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00048 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00049
    00050
    00058 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00059 {
    00060   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00061
    00062   DiagDirection diagdir = DirToDiagDir(direction);
    00063
    00064   /* Determine the diagonal direction in which we will exit this tile */
    00065   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00066     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00067   }
    00068
    00069   return diagdir;
    00070 }
    00071
    00072
    00077 byte FreightWagonMult(CargoID cargo)
    00078 {
    00079   if (!GetCargo(cargo)->is_freight) return 1;
    00080   return _settings_game.vehicle.freight_trains;
    00081 }
    00082
    00083
    00088 void TrainPowerChanged(Vehicle *v)
    00089 {
    00090   uint32 total_power = 0;
    00091   uint32 max_te = 0;
    00092
    00093   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    00094     RailType railtype = GetRailType(u->tile);
    00095
    00096     /* Power is not added for articulated parts */
    00097     if (!IsArticulatedPart(u)) {
    00098       bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
    00099
    00100       const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00101
    00102       if (engine_has_power) {
    00103         uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power);
    00104         if (power != 0) {
    00105           /* Halve power for multiheaded parts */
    00106           if (IsMultiheaded(u)) power /= 2;
    00107
    00108           total_power += power;
    00109           /* Tractive effort in (tonnes * 1000 * 10 =) N */
    00110           max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256;
    00111         }
    00112       }
    00113     }
    00114
    00115     if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->u.rail.railtype, railtype)) {
    00116       total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
    00117     }
    00118   }
    00119
    00120   if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) {
    00121     /* If it has no power (no catenary), stop the train */
    00122     if (total_power == 0) v->vehstatus |= VS_STOPPED;
    00123
    00124     v->u.rail.cached_power = total_power;
    00125     v->u.rail.cached_max_te = max_te;
    00126     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    00127     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    00128   }
    00129 }
    00130
    00131
    00137 static void TrainCargoChanged(Vehicle *v)
    00138 {
    00139   uint32 weight = 0;
    00140
    00141   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00142     uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
    00143
    00144     /* Vehicle weight is not added for articulated parts. */
    00145     if (!IsArticulatedPart(u)) {
    00146       /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
    00147       vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight);
    00148     }
    00149
    00150     /* powered wagons have extra weight added */
    00151     if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) {
    00152       vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
    00153     }
    00154
    00155     /* consist weight is the sum of the weight of all vehicles in the consist */
    00156     weight += vweight;
    00157
    00158     /* store vehicle weight in cache */
    00159     u->u.rail.cached_veh_weight = vweight;
    00160   }
    00161
    00162   /* store consist weight in cache */
    00163   v->u.rail.cached_weight = weight;
    00164
    00165   /* Now update train power (tractive effort is dependent on weight) */
    00166   TrainPowerChanged(v);
    00167 }
    00168
    00169
    00174 static void RailVehicleLengthChanged(const Vehicle *u)
    00175 {
    00176   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00177   const Engine *engine = GetEngine(u->engine_type);
    00178   uint32 grfid = engine->grffile->grfid;
    00179   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00180   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00181     SetBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH);
    00182     SetDParamStr(0, grfconfig->name);
    00183     SetDParam(1, u->engine_type);
    00184     ShowErrorMessage(STR_NEWGRF_BROKEN_VEHICLE_LENGTH, STR_NEWGRF_BROKEN, 0, 0);
    00185
    00186     /* debug output */
    00187     char buffer[512];
    00188
    00189     SetDParamStr(0, grfconfig->name);
    00190     GetString(buffer, STR_NEWGRF_BROKEN, lastof(buffer));
    00191     DEBUG(grf, 0, "%s", buffer + 3);
    00192
    00193     SetDParam(1, u->engine_type);
    00194     GetString(buffer, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, lastof(buffer));
    00195     DEBUG(grf, 0, "%s", buffer + 3);
    00196
    00197     if (!_networking) _pause_game = -1;
    00198   }
    00199 }
    00200
    00202 void CheckTrainsLengths()
    00203 {
    00204   const Vehicle *v;
    00205
    00206   FOR_ALL_VEHICLES(v) {
    00207     if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00208       for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00209         if (u->u.rail.track != TRACK_BIT_DEPOT) {
    00210           if ((w->u.rail.track != TRACK_BIT_DEPOT &&
    00211               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
    00212               (w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00213             SetDParam(0, v->index);
    00214             SetDParam(1, v->owner);
    00215             ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0);
    00216
    00217             if (!_networking) _pause_game = -1;
    00218           }
    00219         }
    00220       }
    00221     }
    00222   }
    00223 }
    00224
    00232 void TrainConsistChanged(Vehicle *v, bool same_length)
    00233 {
    00234   uint16 max_speed = UINT16_MAX;
    00235
    00236   assert(v->type == VEH_TRAIN);
    00237   assert(IsFrontEngine(v) || IsFreeWagon(v));
    00238
    00239   const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
    00240   EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
    00241   v->u.rail.cached_total_length = 0;
    00242   v->u.rail.compatible_railtypes = RAILTYPES_NONE;
    00243
    00244   bool train_can_tilt = true;
    00245
    00246   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00247     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00248
    00249     /* Check the v->first cache. */
    00250     assert(u->First() == v);
    00251
    00252     /* update the 'first engine' */
    00253     u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
    00254     u->u.rail.railtype = rvi_u->railtype;
    00255
    00256     if (IsTrainEngine(u)) first_engine = u->engine_type;
    00257
    00258     /* Set user defined data to its default value */
    00259     u->u.rail.user_def_data = rvi_u->user_def_data;
    00260     u->cache_valid = 0;
    00261   }
    00262
    00263   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00264     /* Update user defined data (must be done before other properties) */
    00265     u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
    00266     u->cache_valid = 0;
    00267   }
    00268
    00269   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00270     const Engine *e_u = GetEngine(u->engine_type);
    00271     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00272
    00273     if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00274
    00275     /* Cache wagon override sprite group. NULL is returned if there is none */
    00276     u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine);
    00277
    00278     /* Reset colour map */
    00279     u->colourmap = PAL_NONE;
    00280
    00281     if (rvi_u->visual_effect != 0) {
    00282       u->u.rail.cached_vis_effect = rvi_u->visual_effect;
    00283     } else {
    00284       if (IsTrainWagon(u) || IsArticulatedPart(u)) {
    00285         /* Wagons and articulated parts have no effect by default */
    00286         u->u.rail.cached_vis_effect = 0x40;
    00287       } else if (rvi_u->engclass == 0) {
    00288         /* Steam is offset by -4 units */
    00289         u->u.rail.cached_vis_effect = 4;
    00290       } else {
    00291         /* Diesel fumes and sparks come from the centre */
    00292         u->u.rail.cached_vis_effect = 8;
    00293       }
    00294     }
    00295
    00296     /* Check powered wagon / visual effect callback */
    00297     if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) {
    00298       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
    00299
    00300       if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = GB(callback, 0, 8);
    00301     }
    00302
    00303     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00304       UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
    00305       /* wagon is powered */
    00306       SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
    00307     } else {
    00308       ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
    00309     }
    00310
    00311     if (!IsArticulatedPart(u)) {
    00312       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00313          have railtype normal */
    00314       if (rvi_u->power > 0) {
    00315         v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
    00316       }
    00317
    00318       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00319        * existing electric engines when elrails are disabled and then re-enabled */
    00320       if (HasBit(u->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00321         u->u.rail.railtype = RAILTYPE_RAIL;
    00322         u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
    00323       }
    00324
    00325       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00326       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00327         uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
    00328         if (speed != 0) max_speed = min(speed, max_speed);
    00329       }
    00330     }
    00331
    00332     if (e_u->CanCarryCargo() && u->cargo_type == e_u->GetDefaultCargoType() && u->cargo_subtype == 0) {
    00333       /* Set cargo capacity if we've not been refitted */
    00334       u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity);
    00335     }
    00336
    00337     /* check the vehicle length (callback) */
    00338     uint16 veh_len = CALLBACK_FAILED;
    00339     if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
    00340       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00341     }
    00342     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00343     veh_len = 8 - Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
    00344
    00345     /* verify length hasn't changed */
    00346     if (same_length && veh_len != u->u.rail.cached_veh_length) RailVehicleLengthChanged(u);
    00347
    00348     /* update vehicle length? */
    00349     if (!same_length) u->u.rail.cached_veh_length = veh_len;
    00350
    00351     v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
    00352     u->cache_valid = 0;
    00353   }
    00354
    00355   /* store consist weight/max speed in cache */
    00356   v->u.rail.cached_max_speed = max_speed;
    00357   v->u.rail.cached_tilt = train_can_tilt;
    00358
    00359   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
    00360   TrainCargoChanged(v);
    00361
    00362   if (IsFrontEngine(v)) {
    00363     UpdateTrainAcceleration(v);
    00364     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    00365   }
    00366 }
    00367
    00368 enum AccelType {
    00369   AM_ACCEL,
    00370   AM_BRAKE
    00371 };
    00372
    00374 static int GetTrainAcceleration(Vehicle *v, bool mode)
    00375 {
    00376   static const int absolute_max_speed = UINT16_MAX;
    00377   int max_speed = absolute_max_speed;
    00378   int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
    00379   int curvecount[2] = {0, 0};
    00380
    00381   /*first find the curve speed limit */
    00382   int numcurve = 0;
    00383   int sum = 0;
    00384   int pos = 0;
    00385   int lastpos = -1;
    00386   for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
    00387     Direction this_dir = u->direction;
    00388     Direction next_dir = u->Next()->direction;
    00389
    00390     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00391     if (dirdiff == DIRDIFF_SAME) continue;
    00392
    00393     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00394     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00395     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00396       if (lastpos != -1) {
    00397         numcurve++;
    00398         sum += pos - lastpos;
    00399         if (pos - lastpos == 1) {
    00400           max_speed = 88;
    00401         }
    00402       }
    00403       lastpos = pos;
    00404     }
    00405
    00406     /*if we have a 90 degree turn, fix the speed limit to 60 */
    00407     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00408       max_speed = 61;
    00409     }
    00410   }
    00411
    00412   if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
    00413     int total = curvecount[0] + curvecount[1];
    00414
    00415     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00416       max_speed = absolute_max_speed;
    00417     } else if (total > 1) {
    00418       if (numcurve > 0) sum /= numcurve;
    00419       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00420     }
    00421   }
    00422
    00423   if (max_speed != absolute_max_speed) {
    00424     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00425     const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
    00426     max_speed += (max_speed / 2) * rti->curve_speed;
    00427
    00428     if (v->u.rail.cached_tilt) {
    00429       /* Apply max_speed bonus of 20% for a tilting train */
    00430       max_speed += max_speed / 5;
    00431     }
    00432   }
    00433
    00434   if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
    00435     if (v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) {
    00436       int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction));
    00437
    00438       int st_max_speed = 120;
    00439
    00440       int delta_v = v->cur_speed / (station_length + 1);
    00441       if (v->max_speed > (v->cur_speed - delta_v)) {
    00442         st_max_speed = v->cur_speed - (delta_v / 10);
    00443       }
    00444
    00445       st_max_speed = max(st_max_speed, 25 * station_length);
    00446       max_speed = min(max_speed, st_max_speed);
    00447     }
    00448   }
    00449
    00450   int mass = v->u.rail.cached_weight;
    00451   int power = v->u.rail.cached_power * 746;
    00452   max_speed = min(max_speed, v->u.rail.cached_max_speed);
    00453
    00454   int num = 0; //number of vehicles, change this into the number of axles later
    00455   int incl = 0;
    00456   int drag_coeff = 20; //[1e-4]
    00457   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    00458     num++;
    00459     drag_coeff += 3;
    00460
    00461     if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
    00462
    00463     if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
    00464       incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
    00465     } else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
    00466       incl -= u->u.rail.cached_veh_weight * 60;
    00467     }
    00468   }
    00469
    00470   v->max_speed = max_speed;
    00471
    00472   const int area = 120;
    00473   const int friction = 35; //[1e-3]
    00474   int resistance;
    00475   if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
    00476     resistance = 13 * mass / 10;
    00477     resistance += 60 * num;
    00478     resistance += friction * mass * speed / 1000;
    00479     resistance += (area * drag_coeff * speed * speed) / 10000;
    00480   } else {
    00481     resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
    00482   }
    00483   resistance += incl;
    00484   resistance *= 4; //[N]
    00485
    00486   const int max_te = v->u.rail.cached_max_te; // [N]
    00487   int force;
    00488   if (speed > 0) {
    00489     switch (v->u.rail.railtype) {
    00490       case RAILTYPE_RAIL:
    00491       case RAILTYPE_ELECTRIC:
    00492       case RAILTYPE_MONO:
    00493         force = power / speed; //[N]
    00494         force *= 22;
    00495         force /= 10;
    00496         if (mode == AM_ACCEL && force > max_te) force = max_te;
    00497         break;
    00498
    00499       default: NOT_REACHED();
    00500       case RAILTYPE_MAGLEV:
    00501         force = power / 25;
    00502         break;
    00503     }
    00504   } else {
    00505     /* "kickoff" acceleration */
    00506     force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
    00507     force = max(force, (mass * 8) + resistance);
    00508   }
    00509
    00510   if (mode == AM_ACCEL) {
    00511     return (force - resistance) / (mass * 2);
    00512   } else {
    00513     return min(-force - resistance, -10000) / mass;
    00514   }
    00515 }
    00516
    00517 void UpdateTrainAcceleration(Vehicle *v)
    00518 {
    00519   assert(IsFrontEngine(v));
    00520
    00521   v->max_speed = v->u.rail.cached_max_speed;
    00522
    00523   uint power = v->u.rail.cached_power;
    00524   uint weight = v->u.rail.cached_weight;
    00525   assert(weight != 0);
    00526   v->acceleration = Clamp(power / weight * 4, 1, 255);
    00527 }
    00528
    00529 SpriteID Train::GetImage(Direction direction) const
    00530 {
    00531   uint8 spritenum = this->spritenum;
    00532   SpriteID sprite;
    00533
    00534   if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00535
    00536   if (is_custom_sprite(spritenum)) {
    00537     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00538     if (sprite != 0) return sprite;
    00539
    00540     spritenum = GetEngine(this->engine_type)->image_index;
    00541   }
    00542
    00543   sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]);
    00544
    00545   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00546
    00547   return sprite;
    00548 }
    00549
    00550 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00551 {
    00552   Direction dir = rear_head ? DIR_E : DIR_W;
    00553   uint8 spritenum = RailVehInfo(engine)->image_index;
    00554
    00555   if (is_custom_sprite(spritenum)) {
    00556     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00557     if (sprite != 0) {
    00558       y += _traininfo_vehicle_pitch; // TODO Make this per-GRF
    00559       return sprite;
    00560     }
    00561
    00562     spritenum = GetEngine(engine)->image_index;
    00563   }
    00564
    00565   if (rear_head) spritenum++;
    00566
    00567   return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00568 }
    00569
    00570 void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
    00571 {
    00572   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00573     int yf = y;
    00574     int yr = y;
    00575
    00576     SpriteID spritef = GetRailIcon(engine, false, yf);
    00577     SpriteID spriter = GetRailIcon(engine, true, yr);
    00578     DrawSprite(spritef, pal, x - 14, yf);
    00579     DrawSprite(spriter, pal, x + 15, yr);
    00580   } else {
    00581     SpriteID sprite = GetRailIcon(engine, false, y);
    00582     DrawSprite(sprite, pal, x, y);
    00583   }
    00584 }
    00585
    00586 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
    00587 {
    00588   const Engine *e = GetEngine(engine);
    00589   const RailVehicleInfo *rvi = &e->u.rail;
    00590   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00591
    00592   /* Engines without valid cargo should not be available */
    00593   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00594
    00595   if (flags & DC_QUERY_COST) return value;
    00596
    00597   /* Check that the wagon can drive on the track in question */
    00598   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00599
    00600   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
    00601
    00602   /* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
    00603   Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
    00604   memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
    00605
    00606   if (!Vehicle::AllocateList(vl, num_vehicles)) {
    00607     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00608   }
    00609
    00610   if (flags & DC_EXEC) {
    00611     Vehicle *v = vl[0];
    00612     v->spritenum = rvi->image_index;
    00613
    00614     Vehicle *u = NULL;
    00615
    00616     Vehicle *w;
    00617     FOR_ALL_VEHICLES(w) {
    00618       if (w->type == VEH_TRAIN && w->tile == tile &&
    00619           IsFreeWagon(w) && w->engine_type == engine &&
    00620           !HASBITS(w->vehstatus, VS_CRASHED)) {
    00621         u = GetLastVehicleInChain(w);
    00622         break;
    00623       }
    00624     }
    00625
    00626     v = new (v) Train();
    00627     v->engine_type = engine;
    00628
    00629     DiagDirection dir = GetRailDepotDirection(tile);
    00630
    00631     v->direction = DiagDirToDir(dir);
    00632     v->tile = tile;
    00633
    00634     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00635     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00636
    00637     v->x_pos = x;
    00638     v->y_pos = y;
    00639     v->z_pos = GetSlopeZ(x, y);
    00640     v->owner = _current_company;
    00641     v->u.rail.track = TRACK_BIT_DEPOT;
    00642     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00643
    00644 //    v->subtype = 0;
    00645     SetTrainWagon(v);
    00646
    00647     if (u != NULL) {
    00648       u->SetNext(v);
    00649     } else {
    00650       SetFreeWagon(v);
    00651       InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00652     }
    00653
    00654     v->cargo_type = e->GetDefaultCargoType();
    00655 //    v->cargo_subtype = 0;
    00656     v->cargo_cap = rvi->capacity;
    00657     v->value = value.GetCost();
    00658 //    v->day_counter = 0;
    00659
    00660     v->u.rail.railtype = rvi->railtype;
    00661
    00662     v->build_year = _cur_year;
    00663     v->cur_image = 0xAC2;
    00664     v->random_bits = VehicleRandomBits();
    00665
    00666     v->group_id = DEFAULT_GROUP;
    00667
    00668     AddArticulatedParts(vl, VEH_TRAIN);
    00669
    00670     _new_vehicle_id = v->index;
    00671
    00672     VehiclePositionChanged(v);
    00673     TrainConsistChanged(v->First(), false);
    00674     UpdateTrainGroupID(v->First());
    00675
    00676     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    00677     if (IsLocalCompany()) {
    00678       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00679     }
    00680     GetCompany(_current_company)->num_engines[engine]++;
    00681   }
    00682
    00683   return value;
    00684 }
    00685
    00687 static void NormalizeTrainVehInDepot(const Vehicle *u)
    00688 {
    00689   const Vehicle *v;
    00690
    00691   FOR_ALL_VEHICLES(v) {
    00692     if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
    00693         v->tile == u->tile &&
    00694         v->u.rail.track == TRACK_BIT_DEPOT) {
    00695       if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
    00696           CMD_MOVE_RAIL_VEHICLE)))
    00697         break;
    00698     }
    00699   }
    00700 }
    00701
    00702 static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
    00703 {
    00704   u = new (u) Train();
    00705   u->direction = v->direction;
    00706   u->owner = v->owner;
    00707   u->tile = v->tile;
    00708   u->x_pos = v->x_pos;
    00709   u->y_pos = v->y_pos;
    00710   u->z_pos = v->z_pos;
    00711   u->u.rail.track = TRACK_BIT_DEPOT;
    00712   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00713 //  u->subtype = 0;
    00714   SetMultiheaded(u);
    00715   u->spritenum = v->spritenum + 1;
    00716   u->cargo_type = v->cargo_type;
    00717   u->cargo_subtype = v->cargo_subtype;
    00718   u->cargo_cap = v->cargo_cap;
    00719   u->u.rail.railtype = v->u.rail.railtype;
    00720   if (building) v->SetNext(u);
    00721   u->engine_type = v->engine_type;
    00722   u->build_year = v->build_year;
    00723   if (building) v->value >>= 1;
    00724   u->value = v->value;
    00725   u->cur_image = 0xAC2;
    00726   u->random_bits = VehicleRandomBits();
    00727   VehiclePositionChanged(u);
    00728 }
    00729
    00736 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00737 {
    00738   /* Check if the engine-type is valid (for the company) */
    00739   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
    00740
    00741   const Engine *e = GetEngine(p1);
    00742   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00743
    00744   /* Engines with CT_INVALID should not be available */
    00745   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00746
    00747   if (flags & DC_QUERY_COST) return value;
    00748
    00749   /* Check if the train is actually being built in a depot belonging
    00750    * to the company. Doesn't matter if only the cost is queried */
    00751   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00752   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
    00753
    00754   const RailVehicleInfo *rvi = RailVehInfo(p1);
    00755   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
    00756
    00757   uint num_vehicles =
    00758     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
    00759     CountArticulatedParts(p1, false);
    00760
    00761   /* Check if depot and new engine uses the same kind of tracks *
    00762    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
    00763   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00764
    00765   /* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
    00766   Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
    00767   memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
    00768
    00769   if (!Vehicle::AllocateList(vl, num_vehicles)) {
    00770     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00771   }
    00772
    00773   Vehicle *v = vl[0];
    00774
    00775   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
    00776   if (unit_num > _settings_game.vehicle.max_trains) {
    00777     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00778   }
    00779
    00780   if (flags & DC_EXEC) {
    00781     DiagDirection dir = GetRailDepotDirection(tile);
    00782     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00783     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00784
    00785     v = new (v) Train();
    00786     v->unitnumber = unit_num;
    00787     v->direction = DiagDirToDir(dir);
    00788     v->tile = tile;
    00789     v->owner = _current_company;
    00790     v->x_pos = x;
    00791     v->y_pos = y;
    00792     v->z_pos = GetSlopeZ(x, y);
    00793 //    v->running_ticks = 0;
    00794     v->u.rail.track = TRACK_BIT_DEPOT;
    00795     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00796     v->spritenum = rvi->image_index;
    00797     v->cargo_type = e->GetDefaultCargoType();
    00798 //    v->cargo_subtype = 0;
    00799     v->cargo_cap = rvi->capacity;
    00800     v->max_speed = rvi->max_speed;
    00801     v->value = value.GetCost();
    00802     v->last_station_visited = INVALID_STATION;
    00803 //    v->dest_tile = 0;
    00804
    00805     v->engine_type = p1;
    00806
    00807     v->reliability = e->reliability;
    00808     v->reliability_spd_dec = e->reliability_spd_dec;
    00809     v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
    00810
    00811     v->name = NULL;
    00812     v->u.rail.railtype = rvi->railtype;
    00813     _new_vehicle_id = v->index;
    00814
    00815     v->service_interval = _settings_game.vehicle.servint_trains;
    00816     v->date_of_last_service = _date;
    00817     v->build_year = _cur_year;
    00818     v->cur_image = 0xAC2;
    00819     v->random_bits = VehicleRandomBits();
    00820
    00821 //    v->vehicle_flags = 0;
    00822     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00823
    00824     v->group_id = DEFAULT_GROUP;
    00825
    00826 //    v->subtype = 0;
    00827     SetFrontEngine(v);
    00828     SetTrainEngine(v);
    00829
    00830     VehiclePositionChanged(v);
    00831
    00832     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00833       SetMultiheaded(v);
    00834       AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
    00835       /* Now we need to link the front and rear engines together
    00836        * other_multiheaded_part is the pointer that links to the other half of the engine
    00837        * vl[0] is the front and vl[1] is the rear
    00838        */
    00839       vl[0]->u.rail.other_multiheaded_part = vl[1];
    00840       vl[1]->u.rail.other_multiheaded_part = vl[0];
    00841     } else {
    00842       AddArticulatedParts(vl, VEH_TRAIN);
    00843     }
    00844
    00845     TrainConsistChanged(v, false);
    00846     UpdateTrainGroupID(v);
    00847
    00848     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00849       NormalizeTrainVehInDepot(v);
    00850     }
    00851
    00852     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00853     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    00854     InvalidateWindow(WC_COMPANY, v->owner);
    00855     if (IsLocalCompany()) {
    00856       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00857     }
    00858
    00859     GetCompany(_current_company)->num_engines[p1]++;
    00860   }
    00861
    00862   return value;
    00863 }
    00864
    00865
    00866 /* Check if all the wagons of the given train are in a depot, returns the
    00867  * number of cars (including loco) then. If not it returns -1 */
    00868 int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
    00869 {
    00870   TileIndex tile = v->tile;
    00871
    00872   /* check if stopped in a depot */
    00873   if (!IsRailDepotTile(tile) || v->cur_speed != 0) return -1;
    00874
    00875   int count = 0;
    00876   for (; v != NULL; v = v->Next()) {
    00877     /* This count is used by the depot code to determine the number of engines
    00878      * in the consist. Exclude articulated parts so that autoreplacing to
    00879      * engines with more articulated parts than before works correctly.
    00880      *
    00881      * Also skip counting rear ends of multiheaded engines */
    00882     if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
    00883     if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
    00884         (IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
    00885       return -1;
    00886     }
    00887   }
    00888
    00889   return count;
    00890 }
    00891
    00892 /* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
    00893 int CheckTrainStoppedInDepot(const Vehicle *v)
    00894 {
    00895   return CheckTrainInDepot(v, true);
    00896 }
    00897
    00898 /* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
    00899 inline bool CheckTrainIsInsideDepot(const Vehicle *v)
    00900 {
    00901   return CheckTrainInDepot(v, false) > 0;
    00902 }
    00903
    00910 static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
    00911 {
    00912   /* unlinking the first vehicle of the chain? */
    00913   if (v == first) {
    00914     v = GetNextVehicle(v);
    00915     if (v == NULL) return NULL;
    00916
    00917     if (IsTrainWagon(v)) SetFreeWagon(v);
    00918
    00919     /* First can be an articulated engine, meaning GetNextVehicle() isn't
    00920      * v->Next(). Thus set the next vehicle of the last articulated part
    00921      * and the last articulated part is just before the next vehicle (v). */
    00922     v->Previous()->SetNext(NULL);
    00923
    00924     return v;
    00925   }
    00926
    00927   Vehicle *u;
    00928   for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
    00929   GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
    00930   return first;
    00931 }
    00932
    00933 static Vehicle *FindGoodVehiclePos(const Vehicle *src)
    00934 {
    00935   Vehicle *dst;
    00936   EngineID eng = src->engine_type;
    00937   TileIndex tile = src->tile;
    00938
    00939   FOR_ALL_VEHICLES(dst) {
    00940     if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
    00941       /* check so all vehicles in the line have the same engine. */
    00942       Vehicle *v = dst;
    00943
    00944       while (v->engine_type == eng) {
    00945         v = v->Next();
    00946         if (v == NULL) return dst;
    00947       }
    00948     }
    00949   }
    00950
    00951   return NULL;
    00952 }
    00953
    00954 /*
    00955  * add a vehicle v behind vehicle dest
    00956  * use this function since it sets flags as needed
    00957  */
    00958 static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
    00959 {
    00960   UnlinkWagon(v, v->First());
    00961   if (dest == NULL) return;
    00962
    00963   Vehicle *next = dest->Next();
    00964   v->SetNext(NULL);
    00965   dest->SetNext(v);
    00966   v->SetNext(next);
    00967   ClearFreeWagon(v);
    00968   ClearFrontEngine(v);
    00969 }
    00970
    00971 /*
    00972  * move around on the train so rear engines are placed correctly according to the other engines
    00973  * always call with the front engine
    00974  */
    00975 static void NormaliseTrainConsist(Vehicle *v)
    00976 {
    00977   if (IsFreeWagon(v)) return;
    00978
    00979   assert(IsFrontEngine(v));
    00980
    00981   for (; v != NULL; v = GetNextVehicle(v)) {
    00982     if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
    00983
    00984     /* make sure that there are no free cars before next engine */
    00985     Vehicle *u;
    00986     for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
    00987
    00988     if (u == v->u.rail.other_multiheaded_part) continue;
    00989     AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
    00990   }
    00991 }
    00992
    01002 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01003 {
    01004   VehicleID s = GB(p1, 0, 16);
    01005   VehicleID d = GB(p1, 16, 16);
    01006
    01007   if (!IsValidVehicleID(s)) return CMD_ERROR;
    01008
    01009   Vehicle *src = GetVehicle(s);
    01010
    01011   if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
    01012
    01013   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01014   if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
    01015
    01016   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01017   Vehicle *dst;
    01018   if (d == INVALID_VEHICLE) {
    01019     dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
    01020   } else {
    01021     if (!IsValidVehicleID(d)) return CMD_ERROR;
    01022     dst = GetVehicle(d);
    01023     if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
    01024
    01025     /* Do not allow appending to crashed vehicles, too */
    01026     if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
    01027   }
    01028
    01029   /* if an articulated part is being handled, deal with its parent vehicle */
    01030   while (IsArticulatedPart(src)) src = src->Previous();
    01031   if (dst != NULL) {
    01032     while (IsArticulatedPart(dst)) dst = dst->Previous();
    01033   }
    01034
    01035   /* don't move the same vehicle.. */
    01036   if (src == dst) return CommandCost();
    01037
    01038   /* locate the head of the two chains */
    01039   Vehicle *src_head = src->First();
    01040   Vehicle *dst_head;
    01041   if (dst != NULL) {
    01042     dst_head = dst->First();
    01043     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01044     /* Now deal with articulated part of destination wagon */
    01045     dst = GetLastEnginePart(dst);
    01046   } else {
    01047     dst_head = NULL;
    01048   }
    01049
    01050   if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
    01051
    01052   /* when moving all wagons, we can't have the same src_head and dst_head */
    01053   if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
    01054
    01055   /* check if all vehicles in the source train are stopped inside a depot. */
    01056   int src_len = CheckTrainStoppedInDepot(src_head);
    01057   if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01058
    01059   if ((flags & DC_AUTOREPLACE) == 0) {
    01060     /* Check whether there are more than 'max_len' train units (articulated parts and rear heads do not count) in the new chain */
    01061     int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
    01062
    01063     /* check the destination row if the source and destination aren't the same. */
    01064     if (src_head != dst_head) {
    01065       int dst_len = 0;
    01066
    01067       if (dst_head != NULL) {
    01068         /* check if all vehicles in the dest train are stopped. */
    01069         dst_len = CheckTrainStoppedInDepot(dst_head);
    01070         if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01071       }
    01072
    01073       /* We are moving between rows, so only count the wagons from the source
    01074        * row that are being moved. */
    01075       if (HasBit(p2, 0)) {
    01076         const Vehicle *u;
    01077         for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
    01078           src_len--;
    01079       } else {
    01080         /* If moving only one vehicle, just count that. */
    01081         src_len = 1;
    01082       }
    01083
    01084       if (src_len + dst_len > max_len) {
    01085         /* Abort if we're adding too many wagons to a train. */
    01086         if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01087         /* Abort if we're making a train on a new row. */
    01088         if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01089       }
    01090     } else {
    01091       /* Abort if we're creating a new train on an existing row. */
    01092       if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
    01093         return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01094     }
    01095   }
    01096
    01097   /* moving a loco to a new line?, then we need to assign a unitnumber. */
    01098   if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
    01099     UnitID unit_num = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN));
    01100     if (unit_num > _settings_game.vehicle.max_trains)
    01101       return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    01102
    01103     if (flags & DC_EXEC) src->unitnumber = unit_num;
    01104   }
    01105
    01106   /* When we move the front vehicle, the second vehicle might need a unitnumber */
    01107   if (!HasBit(p2, 0) && (IsFreeWagon(src) || (IsFrontEngine(src) && dst == NULL)) && (flags & DC_AUTOREPLACE) == 0) {
    01108     Vehicle *second = GetNextUnit(src);
    01109     if (second != NULL && IsTrainEngine(second) && GetFreeUnitNumber(VEH_TRAIN) > _settings_game.vehicle.max_trains) {
    01110       return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    01111     }
    01112   }
    01113
    01114   /*
    01115    * Check whether the vehicles in the source chain are in the destination
    01116    * chain. This can easily be done by checking whether the first vehicle
    01117    * of the source chain is in the destination chain as the Next/Previous
    01118    * pointers always make a doubly linked list of it where the assumption
    01119    * v->Next()->Previous() == v holds (assuming v->Next() != NULL).
    01120    */
    01121   bool src_in_dst = false;
    01122   for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
    01123
    01124   /*
    01125    * If the source chain is in the destination chain then the user is
    01126    * only reordering the vehicles, thus not attaching a new vehicle.
    01127    * Therefor the 'allow wagon attach' callback does not need to be
    01128    * called. If it would be called strange things would happen because
    01129    * one 'attaches' an already 'attached' vehicle causing more trouble
    01130    * than it actually solves (infinite loops and such).
    01131    */
    01132   if (dst_head != NULL && !src_in_dst && (flags & DC_AUTOREPLACE) == 0) {
    01133     /*
    01134      * When performing the 'allow wagon attach' callback, we have to check
    01135      * that for each and every wagon, not only the first one. This means
    01136      * that we have to test one wagon, attach it to the train and then test
    01137      * the next wagon till we have reached the end. We have to restore it
    01138      * to the state it was before we 'tried' attaching the train when the
    01139      * attaching fails or succeeds because we are not 'only' doing this
    01140      * in the DC_EXEC state.
    01141      */
    01142     Vehicle *dst_tail = dst_head;
    01143     while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
    01144
    01145     Vehicle *orig_tail = dst_tail;
    01146     Vehicle *next_to_attach = src;
    01147     Vehicle *src_previous = src->Previous();
    01148
    01149     while (next_to_attach != NULL) {
    01150       /* Don't check callback for articulated or rear dual headed parts */
    01151       if (!IsArticulatedPart(next_to_attach) && !IsRearDualheaded(next_to_attach)) {
    01152         /* Back up and clear the first_engine data to avoid using wagon override group */
    01153         EngineID first_engine = next_to_attach->u.rail.first_engine;
    01154         next_to_attach->u.rail.first_engine = INVALID_ENGINE;
    01155
    01156         uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head);
    01157
    01158         /* Restore original first_engine data */
    01159         next_to_attach->u.rail.first_engine = first_engine;
    01160
    01161         if (callback != CALLBACK_FAILED) {
    01162           StringID error = STR_NULL;
    01163
    01164           if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES;
    01165           if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
    01166
    01167           if (error != STR_NULL) {
    01168             /*
    01169              * The attaching is not allowed. In this case 'next_to_attach'
    01170              * can contain some vehicles of the 'source' and the destination
    01171              * train can have some too. We 'just' add the to-be added wagons
    01172              * to the chain and then split it where it was previously
    01173              * separated, i.e. the tail of the original destination train.
    01174              * Furthermore the 'previous' link of the original source vehicle needs
    01175              * to be restored, otherwise the train goes missing in the depot.
    01176              */
    01177             dst_tail->SetNext(next_to_attach);
    01178             orig_tail->SetNext(NULL);
    01179             if (src_previous != NULL) src_previous->SetNext(src);
    01180
    01181             return_cmd_error(error);
    01182           }
    01183         }
    01184       }
    01185
    01186       /* Only check further wagons if told to move the chain */
    01187       if (!HasBit(p2, 0)) break;
    01188
    01189       /*
    01190        * Adding a next wagon to the chain so we can test the other wagons.
    01191        * First 'take' the first wagon from 'next_to_attach' and move it
    01192        * to the next wagon. Then add that to the tail of the destination
    01193        * train and update the tail with the new vehicle.
    01194        */
    01195       Vehicle *to_add = next_to_attach;
    01196       next_to_attach = next_to_attach->Next();
    01197
    01198       to_add->SetNext(NULL);
    01199       dst_tail->SetNext(to_add);
    01200       dst_tail = dst_tail->Next();
    01201     }
    01202
    01203     /*
    01204      * When we reach this the attaching is allowed. It also means that the
    01205      * chain of vehicles to attach is empty, so we do not need to merge that.
    01206      * This means only the splitting needs to be done.
    01207      * Furthermore the 'previous' link of the original source vehicle needs
    01208      * to be restored, otherwise the train goes missing in the depot.
    01209      */
    01210     orig_tail->SetNext(NULL);
    01211     if (src_previous != NULL) src_previous->SetNext(src);
    01212   }
    01213
    01214   /* do it? */
    01215   if (flags & DC_EXEC) {
    01216     /* If we move the front Engine and if the second vehicle is not an engine
    01217        add the whole vehicle to the DEFAULT_GROUP */
    01218     if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
    01219       Vehicle *v = GetNextVehicle(src);
    01220
    01221       if (v != NULL && IsTrainEngine(v)) {
    01222         v->group_id   = src->group_id;
    01223         src->group_id = DEFAULT_GROUP;
    01224       }
    01225     }
    01226
    01227     if (HasBit(p2, 0)) {
    01228       /* unlink ALL wagons */
    01229       if (src != src_head) {
    01230         Vehicle *v = src_head;
    01231         while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
    01232         GetLastEnginePart(v)->SetNext(NULL);
    01233       } else {
    01234         InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
    01235         src_head = NULL;
    01236       }
    01237     } else {
    01238       /* if moving within the same chain, dont use dst_head as it may get invalidated */
    01239       if (src_head == dst_head) dst_head = NULL;
    01240       /* unlink single wagon from linked list */
    01241       src_head = UnlinkWagon(src, src_head);
    01242       GetLastEnginePart(src)->SetNext(NULL);
    01243     }
    01244
    01245     if (dst == NULL) {
    01246       /* We make a new line in the depot, so we know already that we invalidate the window data */
    01247       InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01248
    01249       /* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
    01250       if (IsTrainEngine(src)) {
    01251         if (!IsFrontEngine(src)) {
    01252           /* setting the type to 0 also involves setting up the orders field. */
    01253           SetFrontEngine(src);
    01254           assert(src->orders.list == NULL);
    01255
    01256           /* Decrease the engines number of the src engine_type */
    01257           if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
    01258             GetGroup(src->group_id)->num_engines[src->engine_type]--;
    01259           }
    01260
    01261           /* If we move an engine to a new line affect it to the DEFAULT_GROUP */
    01262           src->group_id = DEFAULT_GROUP;
    01263         }
    01264       } else {
    01265         SetFreeWagon(src);
    01266       }
    01267       dst_head = src;
    01268     } else {
    01269       if (IsFrontEngine(src)) {
    01270         /* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
    01271         DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01272         DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01273         DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01274         DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01275         DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01276         DeleteVehicleOrders(src);
    01277         RemoveVehicleFromGroup(src);
    01278       }
    01279
    01280       if (IsFrontEngine(src) || IsFreeWagon(src)) {
    01281         InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01282         ClearFrontEngine(src);
    01283         ClearFreeWagon(src);
    01284         src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
    01285       }
    01286
    01287       /* link in the wagon(s) in the chain. */
    01288       {
    01289         Vehicle *v;
    01290
    01291         for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
    01292         GetLastEnginePart(v)->SetNext(dst->Next());
    01293       }
    01294       dst->SetNext(src);
    01295     }
    01296
    01297     if (src->u.rail.other_multiheaded_part != NULL) {
    01298       if (src->u.rail.other_multiheaded_part == src_head) {
    01299         src_head = src_head->Next();
    01300       }
    01301       AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
    01302     }
    01303
    01304     /* If there is an engine behind first_engine we moved away, it should become new first_engine
    01305      * To do this, CmdMoveRailVehicle must be called once more
    01306      * we can't loop forever here because next time we reach this line we will have a front engine */
    01307     if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
    01308       /* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
    01309        * we need to save the group and reaffect it to src_head */
    01310       const GroupID tmp_g = src_head->group_id;
    01311       CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1, text);
    01312       SetTrainGroupID(src_head, tmp_g);
    01313       src_head = NULL; // don't do anything more to this train since the new call will do it
    01314     }
    01315
    01316     if (src_head != NULL) {
    01317       NormaliseTrainConsist(src_head);
    01318       TrainConsistChanged(src_head, false);
    01319       UpdateTrainGroupID(src_head);
    01320       if (IsFrontEngine(src_head)) {
    01321         /* Update the refit button and window */
    01322         InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
    01323         InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH);
    01324       }
    01325       /* Update the depot window */
    01326       InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
    01327     }
    01328
    01329     if (dst_head != NULL) {
    01330       NormaliseTrainConsist(dst_head);
    01331       TrainConsistChanged(dst_head, false);
    01332       UpdateTrainGroupID(dst_head);
    01333       if (IsFrontEngine(dst_head)) {
    01334         /* Update the refit button and window */
    01335         InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH);
    01336         InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
    01337       }
    01338       /* Update the depot window */
    01339       InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
    01340     }
    01341
    01342     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01343   }
    01344
    01345   return CommandCost();
    01346 }
    01347
    01357 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01358 {
    01359   /* Check if we deleted a vehicle window */
    01360   Window *w = NULL;
    01361
    01362   if (!IsValidVehicleID(p1) || p2 > 1) return CMD_ERROR;
    01363
    01364   Vehicle *v = GetVehicle(p1);
    01365
    01366   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01367
    01368   if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
    01369
    01370   while (IsArticulatedPart(v)) v = v->Previous();
    01371   Vehicle *first = v->First();
    01372
    01373   /* make sure the vehicle is stopped in the depot */
    01374   if (CheckTrainStoppedInDepot(first) < 0) {
    01375     return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01376   }
    01377
    01378   if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
    01379
    01380   if (flags & DC_EXEC) {
    01381     if (v == first && IsFrontEngine(first)) {
    01382       DeleteWindowById(WC_VEHICLE_VIEW, first->index);
    01383       DeleteWindowById(WC_VEHICLE_ORDERS, first->index);
    01384       DeleteWindowById(WC_VEHICLE_REFIT, first->index);
    01385       DeleteWindowById(WC_VEHICLE_DETAILS, first->index);
    01386       DeleteWindowById(WC_VEHICLE_TIMETABLE, first->index);
    01387     }
    01388     InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
    01389     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01390   }
    01391
    01392   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01393   switch (p2) {
    01394     case 0: { /* Delete given wagon */
    01395       bool switch_engine = false;    // update second wagon to engine?
    01396
    01397       /* 1. Delete the engine, if it is dualheaded also delete the matching
    01398        * rear engine of the loco (from the point of deletion onwards) */
    01399       Vehicle *rear = (IsMultiheaded(v) &&
    01400         IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
    01401
    01402       if (rear != NULL) {
    01403         cost.AddCost(-rear->value);
    01404         if (flags & DC_EXEC) {
    01405           UnlinkWagon(rear, first);
    01406           delete rear;
    01407         }
    01408       }
    01409
    01410       /* 2. We are selling the front vehicle, some special action might be required
    01411        * here, so take attention */
    01412       if (v == first) {
    01413         Vehicle *new_f = GetNextVehicle(first);
    01414
    01415         /* 2.2 If there are wagons present after the deleted front engine, check
    01416          * if the second wagon (which will be first) is an engine. If it is one,
    01417          * promote it as a new train, retaining the unitnumber, orders */
    01418         if (new_f != NULL && IsTrainEngine(new_f)) {
    01419           if (IsTrainEngine(first)) {
    01420             /* Let the new front engine take over the setup of the old engine */
    01421             switch_engine = true;
    01422
    01423             if (flags & DC_EXEC) {
    01424               /* Make sure the group counts stay correct. */
    01425               new_f->group_id        = first->group_id;
    01426               first->group_id        = DEFAULT_GROUP;
    01427
    01428               /* Copy orders (by sharing) */
    01429               new_f->orders.list     = first->orders.list;
    01430               new_f->AddToShared(first);
    01431               DeleteVehicleOrders(first);
    01432
    01433               /* Copy other important data from the front engine */
    01434               new_f->CopyVehicleConfigAndStatistics(first);
    01435
    01436               /* If we deleted a window then open a new one for the 'new' train */
    01437               if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_f);
    01438             }
    01439           } else {
    01440             /* We are selling a free wagon, and construct a new train at the same time.
    01441              * This needs lots of extra checks (e.g. train limit), which are done by first moving
    01442              * the remaining vehicles to a new row */
    01443             cost.AddCost(DoCommand(0, new_f->index | INVALID_VEHICLE << 16, 1, flags, CMD_MOVE_RAIL_VEHICLE));
    01444             if (cost.Failed()) return cost;
    01445           }
    01446         }
    01447       }
    01448
    01449       /* 3. Delete the requested wagon */
    01450       cost.AddCost(-v->value);
    01451       if (flags & DC_EXEC) {
    01452         first = UnlinkWagon(v, first);
    01453         delete v;
    01454
    01455         /* 4 If the second wagon was an engine, update it to front_engine
    01456          * which UnlinkWagon() has changed to TS_Free_Car */
    01457         if (switch_engine) SetFrontEngine(first);
    01458
    01459         /* 5. If the train still exists, update its acceleration, window, etc. */
    01460         if (first != NULL) {
    01461           NormaliseTrainConsist(first);
    01462           TrainConsistChanged(first, false);
    01463           UpdateTrainGroupID(first);
    01464           if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index);
    01465         }
    01466
    01467       }
    01468     } break;
    01469     case 1: { /* Delete wagon and all wagons after it given certain criteria */
    01470       /* Start deleting every vehicle after the selected one
    01471        * If we encounter a matching rear-engine to a front-engine
    01472        * earlier in the chain (before deletion), leave it alone */
    01473       for (Vehicle *tmp; v != NULL; v = tmp) {
    01474         tmp = GetNextVehicle(v);
    01475
    01476         if (IsMultiheaded(v)) {
    01477           if (IsTrainEngine(v)) {
    01478             /* We got a front engine of a multiheaded set. Now we will sell the rear end too */
    01479             Vehicle *rear = v->u.rail.other_multiheaded_part;
    01480
    01481             if (rear != NULL) {
    01482               cost.AddCost(-rear->value);
    01483
    01484               /* If this is a multiheaded vehicle with nothing
    01485                * between the parts, tmp will be pointing to the
    01486                * rear part, which is unlinked from the train and
    01487                * deleted here. However, because tmp has already
    01488                * been set it needs to be updated now so that the
    01489                * loop never sees the rear part. */
    01490               if (tmp == rear) tmp = GetNextVehicle(tmp);
    01491
    01492               if (flags & DC_EXEC) {
    01493                 first = UnlinkWagon(rear, first);
    01494                 delete rear;
    01495               }
    01496             }
    01497           } else if (v->u.rail.other_multiheaded_part != NULL) {
    01498             /* The front to this engine is earlier in this train. Do nothing */
    01499             continue;
    01500           }
    01501         }
    01502
    01503         cost.AddCost(-v->value);
    01504         if (flags & DC_EXEC) {
    01505           first = UnlinkWagon(v, first);
    01506           delete v;
    01507         }
    01508       }
    01509
    01510       /* 3. If it is still a valid train after selling, update its acceleration and cached values */
    01511       if (flags & DC_EXEC && first != NULL) {
    01512         NormaliseTrainConsist(first);
    01513         TrainConsistChanged(first, false);
    01514         UpdateTrainGroupID(first);
    01515         InvalidateWindow(WC_VEHICLE_REFIT, first->index);
    01516       }
    01517     } break;
    01518   }
    01519   return cost;
    01520 }
    01521
    01522 void Train::UpdateDeltaXY(Direction direction)
    01523 {
    01524 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01525   static const uint32 _delta_xy_table[8] = {
    01526     MKIT(3, 3, -1, -1),
    01527     MKIT(3, 7, -1, -3),
    01528     MKIT(3, 3, -1, -1),
    01529     MKIT(7, 3, -3, -1),
    01530     MKIT(3, 3, -1, -1),
    01531     MKIT(3, 7, -1, -3),
    01532     MKIT(3, 3, -1, -1),
    01533     MKIT(7, 3, -3, -1),
    01534   };
    01535 #undef MKIT
    01536
    01537   uint32 x = _delta_xy_table[direction];
    01538   this->x_offs        = GB(x,  0, 8);
    01539   this->y_offs        = GB(x,  8, 8);
    01540   this->x_extent      = GB(x, 16, 8);
    01541   this->y_extent      = GB(x, 24, 8);
    01542   this->z_extent      = 6;
    01543 }
    01544
    01545 static void UpdateVarsAfterSwap(Vehicle *v)
    01546 {
    01547   v->UpdateDeltaXY(v->direction);
    01548   v->cur_image = v->GetImage(v->direction);
    01549   BeginVehicleMove(v);
    01550   VehiclePositionChanged(v);
    01551   EndVehicleMove(v);
    01552 }
    01553
    01554 static inline void SetLastSpeed(Vehicle *v, int spd)
    01555 {
    01556   int old = v->u.rail.last_speed;
    01557   if (spd != old) {
    01558     v->u.rail.last_speed = spd;
    01559     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
    01560       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01561     }
    01562   }
    01563 }
    01564
    01566 static void MarkTrainAsStuck(Vehicle *v)
    01567 {
    01568   if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    01569     /* It is the first time the problem occured, set the "train stuck" flag. */
    01570     SetBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01571     v->load_unload_time_rem = 0;
    01572
    01573     /* Stop train */
    01574     v->cur_speed = 0;
    01575     v->subspeed = 0;
    01576     SetLastSpeed(v, 0);
    01577
    01578     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01579   }
    01580 }
    01581
    01582 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01583 {
    01584   uint16 flag1 = *swap_flag1;
    01585   uint16 flag2 = *swap_flag2;
    01586
    01587   /* Clear the flags */
    01588   ClrBit(*swap_flag1, VRF_GOINGUP);
    01589   ClrBit(*swap_flag1, VRF_GOINGDOWN);
    01590   ClrBit(*swap_flag2, VRF_GOINGUP);
    01591   ClrBit(*swap_flag2, VRF_GOINGDOWN);
    01592
    01593   /* Reverse the rail-flags (if needed) */
    01594   if (HasBit(flag1, VRF_GOINGUP)) {
    01595     SetBit(*swap_flag2, VRF_GOINGDOWN);
    01596   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
    01597     SetBit(*swap_flag2, VRF_GOINGUP);
    01598   }
    01599   if (HasBit(flag2, VRF_GOINGUP)) {
    01600     SetBit(*swap_flag1, VRF_GOINGDOWN);
    01601   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
    01602     SetBit(*swap_flag1, VRF_GOINGUP);
    01603   }
    01604 }
    01605
    01606 static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
    01607 {
    01608   Vehicle *a, *b;
    01609
    01610   /* locate vehicles to swap */
    01611   for (a = v; l != 0; l--) a = a->Next();
    01612   for (b = v; r != 0; r--) b = b->Next();
    01613
    01614   if (a != b) {
    01615     /* swap the hidden bits */
    01616     {
    01617       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
    01618       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
    01619       a->vehstatus = tmp;
    01620     }
    01621
    01622     Swap(a->u.rail.track, b->u.rail.track);
    01623     Swap(a->direction,    b->direction);
    01624
    01625     /* toggle direction */
    01626     if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01627     if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
    01628
    01629     Swap(a->x_pos, b->x_pos);
    01630     Swap(a->y_pos, b->y_pos);
    01631     Swap(a->tile,  b->tile);
    01632     Swap(a->z_pos, b->z_pos);
    01633
    01634     SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
    01635
    01636     /* update other vars */
    01637     UpdateVarsAfterSwap(a);
    01638     UpdateVarsAfterSwap(b);
    01639
    01640     /* call the proper EnterTile function unless we are in a wormhole */
    01641     if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01642     if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
    01643   } else {
    01644     if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01645     UpdateVarsAfterSwap(a);
    01646
    01647     if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01648   }
    01649
    01650   /* Update train's power incase tiles were different rail type */
    01651   TrainPowerChanged(v);
    01652 }
    01653
    01654
    01660 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01661 {
    01662   return (v->type == VEH_TRAIN) ? v : NULL;
    01663 }
    01664
    01665
    01672 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01673 {
    01674   /* not a train || not front engine || crashed */
    01675   if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL;
    01676
    01677   TileIndex tile = *(TileIndex*)data;
    01678
    01679   if (TrainApproachingCrossingTile(v) != tile) return NULL;
    01680
    01681   return v;
    01682 }
    01683
    01684
    01691 static bool TrainApproachingCrossing(TileIndex tile)
    01692 {
    01693   assert(IsLevelCrossingTile(tile));
    01694
    01695   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01696   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01697
    01698   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01699
    01700   dir = ReverseDiagDir(dir);
    01701   tile_from = tile + TileOffsByDiagDir(dir);
    01702
    01703   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01704 }
    01705
    01706
    01713 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01714 {
    01715   assert(IsLevelCrossingTile(tile));
    01716
    01717   /* train on crossing || train approaching crossing || reserved */
    01718   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
    01719
    01720   if (new_state != IsCrossingBarred(tile)) {
    01721     if (new_state && sound) {
    01722       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01723     }
    01724     SetCrossingBarred(tile, new_state);
    01725     MarkTileDirtyByTile(tile);
    01726   }
    01727 }
    01728
    01729
    01735 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01736 {
    01737   if (!IsCrossingBarred(tile)) {
    01738     BarCrossing(tile);
    01739     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01740     MarkTileDirtyByTile(tile);
    01741   }
    01742 }
    01743
    01744
    01750 static void AdvanceWagonsBeforeSwap(Vehicle *v)
    01751 {
    01752   Vehicle *base = v;
    01753   Vehicle *first = base;                    // first vehicle to move
    01754   Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
    01755   uint length = CountVehiclesInChain(v);
    01756
    01757   while (length > 2) {
    01758     last = last->Previous();
    01759     first = first->Next();
    01760
    01761     int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length;
    01762
    01763     /* do not update images now
    01764      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01765     for (int i = 0; i < differential; i++) TrainController(first, last->Next(), false);
    01766
    01767     base = first; // == base->Next()
    01768     length -= 2;
    01769   }
    01770 }
    01771
    01772
    01778 static void AdvanceWagonsAfterSwap(Vehicle *v)
    01779 {
    01780   /* first of all, fix the situation when the train was entering a depot */
    01781   Vehicle *dep = v; // last vehicle in front of just left depot
    01782   while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
    01783     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01784   }
    01785
    01786   Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01787
    01788   if (leave != NULL) {
    01789     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01790     int d = TicksToLeaveDepot(dep);
    01791
    01792     if (d <= 0) {
    01793       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01794       leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01795       for (int i = 0; i >= d; i--) TrainController(leave, NULL, false); // maybe move it, and maybe let another wagon leave
    01796     }
    01797   } else {
    01798     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01799   }
    01800
    01801   Vehicle *base = v;
    01802   Vehicle *first = base;                    // first vehicle to move
    01803   Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
    01804   uint length = CountVehiclesInChain(v);
    01805
    01806   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
    01807    * they have already correct spacing, so we have to make sure they are moved how they should */
    01808   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
    01809
    01810   while (length > 2) {
    01811     /* we reached vehicle (originally) in front of a depot, stop now
    01812      * (we would move wagons that are alredy moved with new wagon length) */
    01813     if (base == dep) break;
    01814
    01815     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01816     if (last == dep) nomove = true;
    01817
    01818     last = last->Previous();
    01819     first = first->Next();
    01820
    01821     int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
    01822
    01823     /* do not update images now */
    01824     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL), false);
    01825
    01826     base = first; // == base->Next()
    01827     length -= 2;
    01828   }
    01829 }
    01830
    01831
    01832 static void ReverseTrainDirection(Vehicle *v)
    01833 {
    01834   if (IsRailDepotTile(v->tile)) {
    01835     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01836   }
    01837
    01838   /* Clear path reservation in front. */
    01839   FreeTrainTrackReservation(v);
    01840
    01841   /* Check if we were approaching a rail/road-crossing */
    01842   TileIndex crossing = TrainApproachingCrossingTile(v);
    01843
    01844   /* count number of vehicles */
    01845   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01846
    01847   AdvanceWagonsBeforeSwap(v);
    01848
    01849   /* swap start<>end, start+1<>end-1, ... */
    01850   int l = 0;
    01851   do {
    01852     ReverseTrainSwapVeh(v, l++, r--);
    01853   } while (l <= r);
    01854
    01855   AdvanceWagonsAfterSwap(v);
    01856
    01857   if (IsRailDepotTile(v->tile)) {
    01858     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01859   }
    01860
    01861   ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
    01862
    01863   ClrBit(v->u.rail.flags, VRF_REVERSING);
    01864
    01865   /* recalculate cached data */
    01866   TrainConsistChanged(v, true);
    01867
    01868   /* update all images */
    01869   for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
    01870
    01871   /* update crossing we were approaching */
    01872   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01873
    01874   /* maybe we are approaching crossing now, after reversal */
    01875   crossing = TrainApproachingCrossingTile(v);
    01876   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01877
    01878   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01879   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    01880     /* Can't be stuck here as inside a depot is always a safe tile. */
    01881     if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01882     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01883     return;
    01884   }
    01885
    01886   /* TrainExitDir does not always produce the desired dir for depots and
    01887    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01888   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    01889   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01890
    01891   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01892     /* If we are currently on a tile with conventional signals, we can't treat the
    01893      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01894     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01895       HasSignalOnTrackdir(v->tile, GetVehicleTrackdir(v)) &&
    01896       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->u.rail.track))));
    01897
    01898     if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(GetVehicleTrackdir(v)), true);
    01899     if (TryPathReserve(v, false, first_tile_okay)) {
    01900       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01901       CheckNextTrainTile(v);
    01902     } else if (v->current_order.GetType() != OT_LOADING) {
    01903       /* Do not wait for a way out when we're still loading */
    01904       MarkTrainAsStuck(v);
    01905     }
    01906   } else if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    01907     /* A train not inside a PBS block can't be stuck. */
    01908     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01909     v->load_unload_time_rem = 0;
    01910   }
    01911 }
    01912
    01919 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01920 {
    01921   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    01922
    01923   Vehicle *v = GetVehicle(p1);
    01924
    01925   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01926
    01927   if (p2 != 0) {
    01928     /* turn a single unit around */
    01929
    01930     if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01931       return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
    01932     }
    01933
    01934     Vehicle *front = v->First();
    01935     /* make sure the vehicle is stopped in the depot */
    01936     if (CheckTrainStoppedInDepot(front) < 0) {
    01937       return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01938     }
    01939
    01940     if (flags & DC_EXEC) {
    01941       ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
    01942       InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    01943       InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    01944     }
    01945   } else {
    01946     /* turn the whole train around */
    01947     if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
    01948
    01949     if (flags & DC_EXEC) {
    01950       /* Properly leave the station if we are loading and won't be loading anymore */
    01951       if (v->current_order.IsType(OT_LOADING)) {
    01952         const Vehicle *last = v;
    01953         while (last->Next() != NULL) last = last->Next();
    01954
    01955         /* not a station || different station --> leave the station */
    01956         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01957           v->LeaveStation();
    01958         }
    01959       }
    01960
    01961       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
    01962         ToggleBit(v->u.rail.flags, VRF_REVERSING);
    01963       } else {
    01964         v->cur_speed = 0;
    01965         SetLastSpeed(v, 0);
    01966         HideFillingPercent(&v->fill_percent_te_id);
    01967         ReverseTrainDirection(v);
    01968       }
    01969     }
    01970   }
    01971   return CommandCost();
    01972 }
    01973
    01980 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01981 {
    01982   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    01983
    01984   Vehicle *v = GetVehicle(p1);
    01985
    01986   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01987
    01988   if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
    01989
    01990   return CommandCost();
    01991 }
    01992
    02003 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02004 {
    02005   CargoID new_cid = GB(p2, 0, 8);
    02006   byte new_subtype = GB(p2, 8, 8);
    02007   bool only_this = HasBit(p2, 16);
    02008
    02009   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    02010
    02011   Vehicle *v = GetVehicle(p1);
    02012
    02013   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    02014   if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
    02015   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
    02016
    02017   /* Check cargo */
    02018   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    02019
    02020   CommandCost cost(EXPENSES_TRAIN_RUN);
    02021   uint num = 0;
    02022
    02023   do {
    02024     /* XXX: We also refit all the attached wagons en-masse if they
    02025      * can be refitted. This is how TTDPatch does it.  TODO: Have
    02026      * some nice [Refit] button near each wagon. --pasky */
    02027     if (!CanRefitTo(v->engine_type, new_cid)) continue;
    02028
    02029     const Engine *e = GetEngine(v->engine_type);
    02030     if (e->CanCarryCargo()) {
    02031       uint16 amount = CALLBACK_FAILED;
    02032
    02033       if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
    02034         /* Back up the vehicle's cargo type */
    02035         CargoID temp_cid = v->cargo_type;
    02036         byte temp_subtype = v->cargo_subtype;
    02037         v->cargo_type = new_cid;
    02038         v->cargo_subtype = new_subtype;
    02039         /* Check the refit capacity callback */
    02040         amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
    02041         /* Restore the original cargo type */
    02042         v->cargo_type = temp_cid;
    02043         v->cargo_subtype = temp_subtype;
    02044       }
    02045
    02046       if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
    02047         CargoID old_cid = e->GetDefaultCargoType();
    02048         /* normally, the capacity depends on the cargo type, a rail vehicle can
    02049          * carry twice as much mail/goods as normal cargo, and four times as
    02050          * many passengers
    02051          */
    02052         amount = e->u.rail.capacity;
    02053         switch (old_cid) {
    02054           case CT_PASSENGERS: break;
    02055           case CT_MAIL:
    02056           case CT_GOODS: amount *= 2; break;
    02057           default:       amount *= 4; break;
    02058         }
    02059         switch (new_cid) {
    02060           case CT_PASSENGERS: break;
    02061           case CT_MAIL:
    02062           case CT_GOODS: amount /= 2; break;
    02063           default:       amount /= 4; break;
    02064         }
    02065       }
    02066
    02067       if (new_cid != v->cargo_type) {
    02068         cost.AddCost(GetRefitCost(v->engine_type));
    02069       }
    02070
    02071       num += amount;
    02072       if (flags & DC_EXEC) {
    02073         v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
    02074         v->cargo_type = new_cid;
    02075         v->cargo_cap = amount;
    02076         v->cargo_subtype = new_subtype;
    02077         InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    02078         InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    02079         InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    02080       }
    02081     }
    02082   } while ((v = v->Next()) != NULL && !only_this);
    02083
    02084   _returned_refit_capacity = num;
    02085
    02086   /* Update the train's cached variables */
    02087   if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First(), false);
    02088
    02089   return cost;
    02090 }
    02091
    02092 struct TrainFindDepotData {
    02093   uint best_length;
    02094   TileIndex tile;
    02095   Owner owner;
    02100   bool reverse;
    02101 };
    02102
    02103 static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
    02104 {
    02105   if (IsTileType(tile, MP_RAILWAY) &&
    02106       IsTileOwner(tile, tfdd->owner) &&
    02107       IsRailDepot(tile)) {
    02108     /* approximate number of tiles by dividing by DIAG_FACTOR */
    02109     tfdd->best_length = length / DIAG_FACTOR;
    02110     tfdd->tile = tile;
    02111     return true;
    02112   }
    02113
    02114   return false;
    02115 }
    02116
    02119 static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
    02120 {
    02121   assert(!(v->vehstatus & VS_CRASHED));
    02122
    02123   TrainFindDepotData tfdd;
    02124   tfdd.owner = v->owner;
    02125   tfdd.reverse = false;
    02126
    02127   if (IsRailDepotTile(v->tile)) {
    02128     tfdd.tile = v->tile;
    02129     tfdd.best_length = 0;
    02130     return tfdd;
    02131   }
    02132
    02133   PBSTileInfo origin = FollowTrainReservation(v);
    02134   if (IsRailDepotTile(origin.tile)) {
    02135     tfdd.tile = origin.tile;
    02136     tfdd.best_length = 0;
    02137     return tfdd;
    02138   }
    02139
    02140   tfdd.best_length = UINT_MAX;
    02141
    02142   uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
    02143   if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
    02144
    02145   switch (pathfinder) {
    02146     case VPF_YAPF: { /* YAPF */
    02147       bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
    02148       tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
    02149     } break;
    02150
    02151     case VPF_NPF: { /* NPF */
    02152       const Vehicle *last = GetLastVehicleInChain(v);
    02153       Trackdir trackdir = GetVehicleTrackdir(v);
    02154       Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
    02155
    02156       assert(trackdir != INVALID_TRACKDIR);
    02157       NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
    02158       if (ftd.best_bird_dist == 0) {
    02159         /* Found target */
    02160         tfdd.tile = ftd.node.tile;
    02161         /* Our caller expects a number of tiles, so we just approximate that
    02162          * number by this. It might not be completely what we want, but it will
    02163          * work for now :-) We can possibly change this when the old pathfinder
    02164          * is removed. */
    02165         tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
    02166         if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
    02167       }
    02168     } break;
    02169
    02170     default:
    02171     case VPF_NTP: { /* NTP */
    02172       /* search in the forward direction first. */
    02173       DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
    02174       NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
    02175       if (tfdd.best_length == UINT_MAX){
    02176         tfdd.reverse = true;
    02177         /* search in backwards direction */
    02178         i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
    02179         NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
    02180       }
    02181     } break;
    02182   }
    02183
    02184   return tfdd;
    02185 }
    02186
    02187 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02188 {
    02189   TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02190   if (tfdd.best_length == UINT_MAX) return false;
    02191
    02192   if (location    != NULL) *location    = tfdd.tile;
    02193   if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index;
    02194   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02195
    02196   return true;
    02197 }
    02198
    02207 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02208 {
    02209   if (p2 & DEPOT_MASS_SEND) {
    02210     /* Mass goto depot requested */
    02211     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
    02212     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
    02213   }
    02214
    02215   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    02216
    02217   Vehicle *v = GetVehicle(p1);
    02218
    02219   if (v->type != VEH_TRAIN) return CMD_ERROR;
    02220
    02221   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
    02222 }
    02223
    02224
    02225 void OnTick_Train()
    02226 {
    02227   _age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
    02228 }
    02229
    02230 static const int8 _vehicle_smoke_pos[8] = {
    02231   1, 1, 1, 0, -1, -1, -1, 0
    02232 };
    02233
    02234 static void HandleLocomotiveSmokeCloud(const Vehicle *v)
    02235 {
    02236   bool sound = false;
    02237
    02238   if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) {
    02239     return;
    02240   }
    02241
    02242   const Vehicle *u = v;
    02243
    02244   do {
    02245     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    02246     int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
    02247     byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
    02248     bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
    02249
    02250     /* no smoke? */
    02251     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
    02252         disable_effect ||
    02253         v->vehstatus & VS_HIDDEN) {
    02254       continue;
    02255     }
    02256
    02257     /* No smoke in depots or tunnels */
    02258     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
    02259
    02260     /* No sparks for electric vehicles on nonelectrified tracks */
    02261     if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
    02262
    02263     if (effect_type == 0) {
    02264       /* Use default effect type for engine class. */
    02265       effect_type = rvi->engclass;
    02266     } else {
    02267       effect_type--;
    02268     }
    02269
    02270     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
    02271     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
    02272
    02273     if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
    02274       x = -x;
    02275       y = -y;
    02276     }
    02277
    02278     switch (effect_type) {
    02279       case 0:
    02280         /* steam smoke. */
    02281         if (GB(v->tick_counter, 0, 4) == 0) {
    02282           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
    02283           sound = true;
    02284         }
    02285         break;
    02286
    02287       case 1:
    02288         /* diesel smoke */
    02289         if (u->cur_speed <= 40 && Chance16(15, 128)) {
    02290           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
    02291           sound = true;
    02292         }
    02293         break;
    02294
    02295       case 2:
    02296         /* blue spark */
    02297         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
    02298           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
    02299           sound = true;
    02300         }
    02301         break;
    02302
    02303       default:
    02304         break;
    02305     }
    02306   } while ((v = v->Next()) != NULL);
    02307
    02308   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
    02309 }
    02310
    02311 void Train::PlayLeaveStationSound() const
    02312 {
    02313   static const SoundFx sfx[] = {
    02314     SND_04_TRAIN,
    02315     SND_0A_TRAIN_HORN,
    02316     SND_0A_TRAIN_HORN,
    02317     SND_47_MAGLEV_2,
    02318     SND_41_MAGLEV
    02319   };
    02320
    02321   if (PlayVehicleSound(this, VSE_START)) return;
    02322
    02323   EngineID engtype = this->engine_type;
    02324   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02325 }
    02326
    02328 static void CheckNextTrainTile(Vehicle *v)
    02329 {
    02330   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02331   if (_settings_game.pf.path_backoff_interval == 255) return;
    02332
    02333   /* Exit if we reached our destination depot or are inside a depot. */
    02334   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->u.rail.track & TRACK_BIT_DEPOT) return;
    02335   /* Exit if we are on a station tile and are going to stop. */
    02336   if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02337   /* Exit if the current order doesn't have a destination, but the train has orders. */
    02338   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
    02339
    02340   Trackdir td = GetVehicleTrackdir(v);
    02341
    02342   /* On a tile with a red non-pbs signal, don't look ahead. */
    02343   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02344       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02345       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02346
    02347   CFollowTrackRail ft(v);
    02348   if (!ft.Follow(v->tile, td)) return;
    02349
    02350   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02351     /* Next tile is not reserved. */
    02352     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02353       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02354         /* If the next tile is a PBS signal, try to make a reservation. */
    02355         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02356         if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    02357           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02358         }
    02359         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02360       }
    02361     }
    02362   }
    02363 }
    02364
    02365 static bool CheckTrainStayInDepot(Vehicle *v)
    02366 {
    02367   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02368   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02369     if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02370   }
    02371
    02372   /* if the train got no power, then keep it in the depot */
    02373   if (v->u.rail.cached_power == 0) {
    02374     v->vehstatus |= VS_STOPPED;
    02375     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    02376     return true;
    02377   }
    02378
    02379   SigSegState seg_state;
    02380
    02381   if (v->u.rail.force_proceed == 0) {
    02382     /* force proceed was not pressed */
    02383     if (++v->load_unload_time_rem < 37) {
    02384       InvalidateWindowClasses(WC_TRAINS_LIST);
    02385       return true;
    02386     }
    02387
    02388     v->load_unload_time_rem = 0;
    02389
    02390     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02391     if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
    02392       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02393       InvalidateWindowClasses(WC_TRAINS_LIST);
    02394       return true;
    02395     }
    02396   } else {
    02397     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02398   }
    02399
    02400   /* Only leave when we can reserve a path to our destination. */
    02401   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
    02402     /* No path and no force proceed. */
    02403     InvalidateWindowClasses(WC_TRAINS_LIST);
    02404     MarkTrainAsStuck(v);
    02405     return true;
    02406   }
    02407
    02408   SetDepotWaypointReservation(v->tile, true);
    02409   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02410
    02411   VehicleServiceInDepot(v);
    02412   InvalidateWindowClasses(WC_TRAINS_LIST);
    02413   v->PlayLeaveStationSound();
    02414
    02415   v->u.rail.track = TRACK_BIT_X;
    02416   if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
    02417
    02418   v->vehstatus &= ~VS_HIDDEN;
    02419   v->cur_speed = 0;
    02420
    02421   v->UpdateDeltaXY(v->direction);
    02422   v->cur_image = v->GetImage(v->direction);
    02423   VehiclePositionChanged(v);
    02424   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02425   UpdateTrainAcceleration(v);
    02426   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02427
    02428   return false;
    02429 }
    02430
    02432 static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir track_dir)
    02433 {
    02434   DiagDirection dir = TrackdirToExitdir(track_dir);
    02435
    02436   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02437     /* Are we just leaving a tunnel/bridge? */
    02438     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02439       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02440
    02441       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
    02442         /* Free the reservation only if no other train is on the tiles. */
    02443         SetTunnelBridgeReservation(tile, false);
    02444         SetTunnelBridgeReservation(end, false);
    02445
    02446         if (_settings_client.gui.show_track_reservation) {
    02447           MarkTileDirtyByTile(tile);
    02448           MarkTileDirtyByTile(end);
    02449         }
    02450       }
    02451     }
    02452   } else if (IsRailwayStationTile(tile)) {
    02453     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02454     /* If the new tile is not a further tile of the same station, we
    02455      * clear the reservation for the whole platform. */
    02456     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02457       SetRailwayStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02458     }
    02459   } else {
    02460     /* Any other tile */
    02461     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02462   }
    02463 }
    02464
    02466 void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
    02467 {
    02468   assert(IsFrontEngine(v));
    02469
    02470   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02471   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : GetVehicleTrackdir(v);
    02472   bool      free_tile = tile != v->tile || !(IsRailwayStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02473   StationID station_id = IsRailwayStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02474
    02475   /* Don't free reservation if it's not ours. */
    02476   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02477
    02478   CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
    02479   while (ft.Follow(tile, td)) {
    02480     tile = ft.m_new_tile;
    02481     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02482     td = RemoveFirstTrackdir(&bits);
    02483     assert(bits == TRACKDIR_BIT_NONE);
    02484
    02485     if (!IsValidTrackdir(td)) break;
    02486
    02487     if (IsTileType(tile, MP_RAILWAY)) {
    02488       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02489         /* Conventional signal along trackdir: remove reservation and stop. */
    02490         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02491         break;
    02492       }
    02493       if (HasPbsSignalOnTrackdir(tile, td)) {
    02494         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02495           /* Red PBS signal? Can't be our reservation, would be green then. */
    02496           break;
    02497         } else {
    02498           /* Turn the signal back to red. */
    02499           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02500           MarkTileDirtyByTile(tile);
    02501         }
    02502       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02503         break;
    02504       }
    02505     }
    02506
    02507     /* Don't free first station/bridge/tunnel if we are on it. */
    02508     if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
    02509
    02510     free_tile = true;
    02511   }
    02512 }
    02513
    02515 struct TrainTrackFollowerData {
    02516   TileIndex dest_coords;
    02517   StationID station_index;
    02518   uint best_bird_dist;
    02519   uint best_track_dist;
    02520   TrackdirByte best_track;
    02521 };
    02522
    02523 static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
    02524 {
    02525   /* heading for nowhere? */
    02526   if (ttfd->dest_coords == 0) return false;
    02527
    02528   /* did we reach the final station? */
    02529   if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
    02530         IsTileType(tile, MP_STATION) &&
    02531         IsRailwayStation(tile) &&
    02532         GetStationIndex(tile) == ttfd->station_index
    02533       )) {
    02534     /* We do not check for dest_coords if we have a station_index,
    02535      * because in that case the dest_coords are just an
    02536      * approximation of where the station is */
    02537
    02538     /* found station */
    02539     ttfd->best_track = track;
    02540     ttfd->best_bird_dist = 0;
    02541     return true;
    02542   } else {
    02543     /* didn't find station, keep track of the best path so far. */
    02544     uint dist = DistanceManhattan(tile, ttfd->dest_coords);
    02545     if (dist < ttfd->best_bird_dist) {
    02546       ttfd->best_bird_dist = dist;
    02547       ttfd->best_track = track;
    02548     }
    02549     return false;
    02550   }
    02551 }
    02552
    02553 static void FillWithStationData(TrainTrackFollowerData *fd, const Vehicle *v)
    02554 {
    02555   fd->dest_coords = v->dest_tile;
    02556   fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : INVALID_STATION;
    02557 }
    02558
    02559 static const byte _initial_tile_subcoord[6][4][3] = {
    02560 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02561 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02562 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02563 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02564 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02565 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02566 };
    02567
    02568 static const byte _search_directions[6][4] = {
    02569   { 0, 9, 2, 9 },
    02570   { 9, 1, 9, 3 },
    02571   { 9, 0, 3, 9 },
    02572   { 1, 9, 9, 2 },
    02573   { 3, 2, 9, 9 },
    02574   { 9, 9, 1, 0 },
    02575 };
    02576
    02577 static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
    02578
    02591 static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
    02592 {
    02593   Track best_track;
    02594
    02595 #ifdef PF_BENCHMARK
    02596   TIC()
    02597 #endif
    02598
    02599   if (path_not_found) *path_not_found = false;
    02600
    02601   uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
    02602   if (do_track_reservation && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
    02603
    02604   switch (pathfinder) {
    02605     case VPF_YAPF: { /* YAPF */
    02606       Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02607       if (trackdir != INVALID_TRACKDIR) {
    02608         best_track = TrackdirToTrack(trackdir);
    02609       } else {
    02610         best_track = FindFirstTrack(tracks);
    02611       }
    02612     } break;
    02613
    02614     case VPF_NPF: { /* NPF */
    02615       void *perf = NpfBeginInterval();
    02616
    02617       NPFFindStationOrTileData fstd;
    02618       NPFFillWithOrderData(&fstd, v, do_track_reservation);
    02619
    02620       PBSTileInfo origin = FollowTrainReservation(v);
    02621       assert(IsValidTrackdir(origin.trackdir));
    02622
    02623       NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
    02624
    02625       if (dest != NULL) {
    02626         dest->tile = ftd.node.tile;
    02627         dest->trackdir = (Trackdir)ftd.node.direction;
    02628         dest->okay = ftd.res_okay;
    02629       }
    02630
    02631       if (ftd.best_trackdir == INVALID_TRACKDIR) {
    02632         /* We are already at our target. Just do something
    02633          * @todo maybe display error?
    02634          * @todo: go straight ahead if possible? */
    02635         best_track = FindFirstTrack(tracks);
    02636       } else {
    02637         /* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
    02638          * the direction we need to take to get there, if ftd.best_bird_dist is not 0,
    02639          * we did not find our target, but ftd.best_trackdir contains the direction leading
    02640          * to the tile closest to our target. */
    02641         if (ftd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
    02642         /* Discard enterdir information, making it a normal track */
    02643         best_track = TrackdirToTrack(ftd.best_trackdir);
    02644       }
    02645
    02646       int time = NpfEndInterval(perf);
    02647       DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
    02648     } break;
    02649
    02650     default:
    02651     case VPF_NTP: { /* NTP */
    02652       void *perf = NpfBeginInterval();
    02653
    02654       TrainTrackFollowerData fd;
    02655       FillWithStationData(&fd, v);
    02656
    02657       /* New train pathfinding */
    02658       fd.best_bird_dist = UINT_MAX;
    02659       fd.best_track_dist = UINT_MAX;
    02660       fd.best_track = INVALID_TRACKDIR;
    02661
    02662       NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
    02663         v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
    02664
    02665       /* check whether the path was found or only 'guessed' */
    02666       if (fd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
    02667
    02668       if (fd.best_track == INVALID_TRACKDIR) {
    02669         /* blaha */
    02670         best_track = FindFirstTrack(tracks);
    02671       } else {
    02672         best_track = TrackdirToTrack(fd.best_track);
    02673       }
    02674
    02675       int time = NpfEndInterval(perf);
    02676       DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
    02677     } break;
    02678   }
    02679
    02680 #ifdef PF_BENCHMARK
    02681   TOC("PF time = ", 1)
    02682 #endif
    02683
    02684   return best_track;
    02685 }
    02686
    02692 static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02693 {
    02694   bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
    02695   PBSTileInfo origin = FollowTrainReservation(v);
    02696
    02697   CFollowTrackRail ft(v);
    02698
    02699   TileIndex tile = origin.tile;
    02700   Trackdir  cur_td = origin.trackdir;
    02701   while (ft.Follow(tile, cur_td)) {
    02702     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02703       /* Possible signal tile. */
    02704       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02705     }
    02706
    02707     if (no_90deg_turns) {
    02708       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02709       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02710     }
    02711
    02712     /* Station, depot or waypoint are a possible target. */
    02713     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRailTile(ft.m_new_tile));
    02714     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02715       /* Choice found or possible target encountered.
    02716        * On finding a possible target, we need to stop and let the pathfinder handle the
    02717        * remaining path. This is because we don't know if this target is in one of our
    02718        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02719        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02720        * a wrong path not leading to our next destination. */
    02721       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02722
    02723       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02724        * actually starts its search at the first unreserved tile. */
    02725       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02726
    02727       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02728       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02729       if (enterdir) *enterdir = ft.m_exitdir;
    02730       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02731     }
    02732
    02733     tile = ft.m_new_tile;
    02734     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02735
    02736     if (IsSafeWaitingPosition(v, tile, cur_td, true, no_90deg_turns)) {
    02737       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, no_90deg_turns);
    02738       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02739       /* Safe position is all good, path valid and okay. */
    02740       return PBSTileInfo(tile, cur_td, true);
    02741     }
    02742
    02743     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02744   }
    02745
    02746   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02747     /* End of line, path valid and okay. */
    02748     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02749   }
    02750
    02751   /* Sorry, can't reserve path, back out. */
    02752   tile = origin.tile;
    02753   cur_td = origin.trackdir;
    02754   TileIndex stopped = ft.m_old_tile;
    02755   Trackdir  stopped_td = ft.m_old_td;
    02756   while (tile != stopped || cur_td != stopped_td) {
    02757     if (!ft.Follow(tile, cur_td)) break;
    02758
    02759     if (no_90deg_turns) {
    02760       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02761       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02762     }
    02763     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02764
    02765     tile = ft.m_new_tile;
    02766     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02767
    02768     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02769   }
    02770
    02771   /* Path invalid. */
    02772   return PBSTileInfo();
    02773 }
    02774
    02785 static bool TryReserveSafeTrack(const Vehicle *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02786 {
    02787   if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
    02788     return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
    02789   } else {
    02790     return NPFRouteToSafeTile(v, tile, td, override_tailtype).res_okay;
    02791   }
    02792 }
    02793
    02795 class VehicleOrderSaver
    02796 {
    02797 private:
    02798   Vehicle        *v;
    02799   Order          old_order;
    02800   TileIndex      old_dest_tile;
    02801   StationID      old_last_station_visited;
    02802   VehicleOrderID index;
    02803
    02804 public:
    02805   VehicleOrderSaver(Vehicle *_v) :
    02806     v(_v),
    02807     old_order(_v->current_order),
    02808     old_dest_tile(_v->dest_tile),
    02809     old_last_station_visited(_v->last_station_visited),
    02810     index(_v->cur_order_index)
    02811   {
    02812   }
    02813
    02814   ~VehicleOrderSaver()
    02815   {
    02816     this->v->current_order = this->old_order;
    02817     this->v->dest_tile = this->old_dest_tile;
    02818     this->v->last_station_visited = this->old_last_station_visited;
    02819   }
    02820
    02826   bool SwitchToNextOrder(bool skip_first)
    02827   {
    02828     if (this->v->GetNumOrders() == 0) return false;
    02829
    02830     if (skip_first) ++this->index;
    02831
    02832     int conditional_depth = 0;
    02833
    02834     do {
    02835       /* Wrap around. */
    02836       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02837
    02838       Order *order = GetVehicleOrder(this->v, this->index);
    02839       assert(order != NULL);
    02840
    02841       switch (order->GetType()) {
    02842         case OT_GOTO_DEPOT:
    02843           /* Skip service in depot orders when the train doesn't need service. */
    02844           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02845         case OT_GOTO_STATION:
    02846         case OT_GOTO_WAYPOINT:
    02847           this->v->current_order = *order;
    02848           UpdateOrderDest(this->v, order);
    02849           return true;
    02850         case OT_CONDITIONAL: {
    02851           if (conditional_depth > this->v->GetNumOrders()) return false;
    02852           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02853           if (next != INVALID_VEH_ORDER_ID) {
    02854             conditional_depth++;
    02855             this->index = next;
    02856             /* Don't increment next, so no break here. */
    02857             continue;
    02858           }
    02859           break;
    02860         }
    02861         default:
    02862           break;
    02863       }
    02864       /* Don't increment inside the while because otherwise conditional
    02865        * orders can lead to an infinite loop. */
    02866       ++this->index;
    02867     } while (this->index != this->v->cur_order_index);
    02868
    02869     return false;
    02870   }
    02871 };
    02872
    02873 /* choose a track */
    02874 static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02875 {
    02876   Track best_track = INVALID_TRACK;
    02877   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02878   bool changed_signal = false;
    02879
    02880   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02881
    02882   if (got_reservation != NULL) *got_reservation = false;
    02883
    02884   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02885   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02886   /* Do we have a suitable reserved track? */
    02887   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02888
    02889   /* Quick return in case only one possible track is available */
    02890   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02891     Track track = FindFirstTrack(tracks);
    02892     /* We need to check for signals only here, as a junction tile can't have signals. */
    02893     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02894       do_track_reservation = true;
    02895       changed_signal = true;
    02896       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02897     } else if (!do_track_reservation) {
    02898       return track;
    02899     }
    02900     best_track = track;
    02901   }
    02902
    02903   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02904   DiagDirection dest_enterdir = enterdir;
    02905   if (do_track_reservation) {
    02906     /* Check if the train needs service here, so it has a chance to always find a depot.
    02907      * Also check if the current order is a service order so we don't reserve a path to
    02908      * the destination but instead to the next one if service isn't needed. */
    02909     CheckIfTrainNeedsService(v);
    02910     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02911
    02912     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02913     if (res_dest.tile == INVALID_TILE) {
    02914       /* Reservation failed? */
    02915       if (mark_stuck) MarkTrainAsStuck(v);
    02916       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02917       return FindFirstTrack(tracks);
    02918     }
    02919   }
    02920
    02921   /* Save the current train order. The destructor will restore the old order on function exit. */
    02922   VehicleOrderSaver orders(v);
    02923
    02924   /* If the current tile is the destination of the current order and
    02925    * a reservation was requested, advance to the next order.
    02926    * Don't advance on a depot order as depots are always safe end points
    02927    * for a path and no look-ahead is necessary. This also avoids a
    02928    * problem with depot orders not part of the order list when the
    02929    * order list itself is empty. */
    02930   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02931     orders.SwitchToNextOrder(false);
    02932   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02933       v->current_order.IsType(OT_GOTO_STATION) ?
    02934       IsRailwayStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02935       v->tile == v->dest_tile))) {
    02936     orders.SwitchToNextOrder(true);
    02937   }
    02938
    02939   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02940     /* Pathfinders are able to tell that route was only 'guessed'. */
    02941     bool      path_not_found = false;
    02942     TileIndex new_tile = res_dest.tile;
    02943
    02944     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
    02945     if (new_tile == tile) best_track = next_track;
    02946
    02947     /* handle "path not found" state */
    02948     if (path_not_found) {
    02949       /* PF didn't find the route */
    02950       if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
    02951         /* it is first time the problem occurred, set the "path not found" flag */
    02952         SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
    02953         /* and notify user about the event */
    02954         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
    02955         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    02956           SetDParam(0, v->index);
    02957           AddNewsItem(
    02958             STR_TRAIN_IS_LOST,
    02959             NS_ADVICE,
    02960             v->index,
    02961             0);
    02962         }
    02963       }
    02964     } else {
    02965       /* route found, is the train marked with "path not found" flag? */
    02966       if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
    02967         /* clear the flag as the PF's problem was solved */
    02968         ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
    02969         /* can we also delete the "News" item somehow? */
    02970       }
    02971     }
    02972   }
    02973
    02974   /* No track reservation requested -> finished. */
    02975   if (!do_track_reservation) return best_track;
    02976
    02977   /* A path was found, but could not be reserved. */
    02978   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02979     if (mark_stuck) MarkTrainAsStuck(v);
    02980     FreeTrainTrackReservation(v);
    02981     return best_track;
    02982   }
    02983
    02984   /* No possible reservation target found, we are probably lost. */
    02985   if (res_dest.tile == INVALID_TILE) {
    02986     /* Try to find any safe destination. */
    02987     PBSTileInfo origin = FollowTrainReservation(v);
    02988     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02989       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02990       best_track = FindFirstTrack(res);
    02991       TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
    02992       if (got_reservation != NULL) *got_reservation = true;
    02993       if (changed_signal) MarkTileDirtyByTile(tile);
    02994     } else {
    02995       FreeTrainTrackReservation(v);
    02996       if (mark_stuck) MarkTrainAsStuck(v);
    02997     }
    02998     return best_track;
    02999   }
    03000
    03001   if (got_reservation != NULL) *got_reservation = true;
    03002
    03003   /* Reservation target found and free, check if it is safe. */
    03004   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    03005     /* Extend reservation until we have found a safe position. */
    03006     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    03007     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    03008     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    03009     if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    03010       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    03011     }
    03012
    03013     /* Get next order with destination. */
    03014     if (orders.SwitchToNextOrder(true)) {
    03015       PBSTileInfo cur_dest;
    03016       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
    03017       if (cur_dest.tile != INVALID_TILE) {
    03018         res_dest = cur_dest;
    03019         if (res_dest.okay) continue;
    03020         /* Path found, but could not be reserved. */
    03021         FreeTrainTrackReservation(v);
    03022         if (mark_stuck) MarkTrainAsStuck(v);
    03023         if (got_reservation != NULL) *got_reservation = false;
    03024         changed_signal = false;
    03025         break;
    03026       }
    03027     }
    03028     /* No order or no safe position found, try any position. */
    03029     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    03030       FreeTrainTrackReservation(v);
    03031       if (mark_stuck) MarkTrainAsStuck(v);
    03032       if (got_reservation != NULL) *got_reservation = false;
    03033       changed_signal = false;
    03034     }
    03035     break;
    03036   }
    03037
    03038   TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
    03039
    03040   if (changed_signal) MarkTileDirtyByTile(tile);
    03041
    03042   return best_track;
    03043 }
    03044
    03053 bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
    03054 {
    03055   assert(v->type == VEH_TRAIN && IsFrontEngine(v));
    03056
    03057   /* We have to handle depots specially as the track follower won't look
    03058    * at the depot tile itself but starts from the next tile. If we are still
    03059    * inside the depot, a depot reservation can never be ours. */
    03060   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    03061     if (GetDepotWaypointReservation(v->tile)) {
    03062       if (mark_as_stuck) MarkTrainAsStuck(v);
    03063       return false;
    03064     } else {
    03065       /* Depot not reserved, but the next tile might be. */
    03066       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    03067       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    03068     }
    03069   }
    03070
    03071   /* Special check if we are in front of a two-sided conventional signal. */
    03072   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    03073   TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
    03074   if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
    03075     /* Can have only one reserved trackdir. */
    03076     Trackdir td = FindFirstTrackdir(TrackBitsToTrackdirBits(GetReservedTrackbits(next_tile)) & DiagdirReachesTrackdirs(dir));
    03077     if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
    03078         !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
    03079       /* Signal already reserved, is not ours. */
    03080       if (mark_as_stuck) MarkTrainAsStuck(v);
    03081       return false;
    03082     }
    03083   }
    03084
    03085   bool other_train = false;
    03086   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    03087   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    03088   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    03089     /* Can't be stuck then. */
    03090     if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03091     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    03092     return true;
    03093   }
    03094   /* The path we are driving on is alread blocked by some other train.
    03095    * This can only happen when tracks and signals are changed. A crash
    03096    * is probably imminent, don't do any further reservation because
    03097    * it might cause stale reservations. */
    03098   if (other_train && v->tile != origin.tile) {
    03099     if (mark_as_stuck) MarkTrainAsStuck(v);
    03100     return false;
    03101   }
    03102
    03103   /* If we are in a depot, tentativly reserve the depot. */
    03104   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    03105     SetDepotWaypointReservation(v->tile, true);
    03106     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    03107   }
    03108
    03109   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    03110   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    03111   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    03112
    03113   if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    03114
    03115   bool res_made = false;
    03116   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    03117
    03118   if (!res_made) {
    03119     /* Free the depot reservation as well. */
    03120     if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
    03121     return false;
    03122   }
    03123
    03124   if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    03125     v->load_unload_time_rem = 0;
    03126     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03127   }
    03128   ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    03129   return true;
    03130 }
    03131
    03132
    03133 static bool CheckReverseTrain(Vehicle *v)
    03134 {
    03135   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    03136       v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
    03137       !(v->direction & 1)) {
    03138     return false;
    03139   }
    03140
    03141   uint reverse_best = 0;
    03142
    03143   assert(v->u.rail.track);
    03144
    03145   switch (_settings_game.pf.pathfinder_for_trains) {
    03146     case VPF_YAPF: /* YAPF */
    03147       reverse_best = YapfCheckReverseTrain(v);
    03148       break;
    03149
    03150     case VPF_NPF: { /* NPF */
    03151       NPFFindStationOrTileData fstd;
    03152       NPFFoundTargetData ftd;
    03153       Vehicle *last = GetLastVehicleInChain(v);
    03154
    03155       NPFFillWithOrderData(&fstd, v);
    03156
    03157       Trackdir trackdir = GetVehicleTrackdir(v);
    03158       Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
    03159       assert(trackdir != INVALID_TRACKDIR);
    03160       assert(trackdir_rev != INVALID_TRACKDIR);
    03161
    03162       ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
    03163       if (ftd.best_bird_dist != 0) {
    03164         /* We didn't find anything, just keep on going straight ahead */
    03165         reverse_best = false;
    03166       } else {
    03167         if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
    03168           reverse_best = true;
    03169         } else {
    03170           reverse_best = false;
    03171         }
    03172       }
    03173     } break;
    03174
    03175     default:
    03176     case VPF_NTP: { /* NTP */
    03177       TrainTrackFollowerData fd;
    03178       FillWithStationData(&fd, v);
    03179
    03180       int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
    03181
    03182       int best_track = -1;
    03183       uint reverse = 0;
    03184       uint best_bird_dist  = 0;
    03185       uint best_track_dist = 0;
    03186
    03187       for (;;) {
    03188         fd.best_bird_dist = UINT_MAX;
    03189         fd.best_track_dist = UINT_MAX;
    03190
    03191         NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
    03192
    03193         if (best_track != -1) {
    03194           if (best_bird_dist != 0) {
    03195             if (fd.best_bird_dist != 0) {
    03196               /* neither reached the destination, pick the one with the smallest bird dist */
    03197               if (fd.best_bird_dist > best_bird_dist) goto bad;
    03198               if (fd.best_bird_dist < best_bird_dist) goto good;
    03199             } else {
    03200               /* we found the destination for the first time */
    03201               goto good;
    03202             }
    03203           } else {
    03204             if (fd.best_bird_dist != 0) {
    03205               /* didn't find destination, but we've found the destination previously */
    03206               goto bad;
    03207             } else {
    03208               /* both old & new reached the destination, compare track length */
    03209               if (fd.best_track_dist > best_track_dist) goto bad;
    03210               if (fd.best_track_dist < best_track_dist) goto good;
    03211             }
    03212           }
    03213
    03214           /* if we reach this position, there's two paths of equal value so far.
    03215            * pick one randomly. */
    03216           int r = GB(Random(), 0, 8);
    03217           if (_pick_track_table[i] == (v->direction & 3)) r += 80;
    03218           if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
    03219           if (r <= 127) goto bad;
    03220         }
    03221 good:;
    03222         best_track = i;
    03223         best_bird_dist = fd.best_bird_dist;
    03224         best_track_dist = fd.best_track_dist;
    03225         reverse_best = reverse;
    03226 bad:;
    03227         if (reverse != 0) break;
    03228         reverse = 2;
    03229       }
    03230     } break;
    03231   }
    03232
    03233   return reverse_best != 0;
    03234 }
    03235
    03236 TileIndex Train::GetOrderStationLocation(StationID station)
    03237 {
    03238   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    03239
    03240   const Station *st = GetStation(station);
    03241   if (!(st->facilities & FACIL_TRAIN)) {
    03242     /* The destination station has no trainstation tiles. */
    03243     this->cur_order_index++;
    03244     return 0;
    03245   }
    03246
    03247   return st->xy;
    03248 }
    03249
    03250 void Train::MarkDirty()
    03251 {
    03252   Vehicle *v = this;
    03253   do {
    03254     v->cur_image = v->GetImage(v->direction);
    03255     MarkSingleVehicleDirty(v);
    03256   } while ((v = v->Next()) != NULL);
    03257
    03258   /* need to update acceleration and cached values since the goods on the train changed. */
    03259   TrainCargoChanged(this);
    03260   UpdateTrainAcceleration(this);
    03261 }
    03262
    03273 static int UpdateTrainSpeed(Vehicle *v)
    03274 {
    03275   uint accel;
    03276
    03277   if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    03278     switch (_settings_game.vehicle.train_acceleration_model) {
    03279       default: NOT_REACHED();
    03280       case TAM_ORIGINAL:  accel = v->acceleration * -4; break;
    03281       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
    03282     }
    03283   } else {
    03284     switch (_settings_game.vehicle.train_acceleration_model) {
    03285       default: NOT_REACHED();
    03286       case TAM_ORIGINAL:  accel = v->acceleration * 2; break;
    03287       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
    03288     }
    03289   }
    03290
    03291   uint spd = v->subspeed + accel;
    03292   v->subspeed = (byte)spd;
    03293   {
    03294     int tempmax = v->max_speed;
    03295     if (v->cur_speed > v->max_speed)
    03296       tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
    03297     v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
    03298   }
    03299
    03300   /* Scale speed by 3/4. Previously this was only done when the train was
    03301    * facing diagonally and would apply to however many moves the train made
    03302    * regardless the of direction actually moved in. Now it is always scaled,
    03303    * 256 spd is used to go straight and 192 is used to go diagonally
    03304    * (3/4 of 256). This results in the same effect, but without the error the
    03305    * previous method caused.
    03306    *
    03307    * The scaling is done in this direction and not by multiplying the amount
    03308    * to be subtracted by 4/3 so that the leftover speed can be saved in a
    03309    * byte in v->progress.
    03310    */
    03311   int scaled_spd = spd * 3 >> 2;
    03312
    03313   scaled_spd += v->progress;
    03314   v->progress = 0; // set later in TrainLocoHandler or TrainController
    03315   return scaled_spd;
    03316 }
    03317
    03318 static void TrainEnterStation(Vehicle *v, StationID station)
    03319 {
    03320   v->last_station_visited = station;
    03321
    03322   /* check if a train ever visited this station before */
    03323   Station *st = GetStation(station);
    03324   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    03325     st->had_vehicle_of_type |= HVOT_TRAIN;
    03326     SetDParam(0, st->index);
    03327     AddNewsItem(
    03328       STR_8801_CITIZENS_CELEBRATE_FIRST,
    03329       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    03330       v->index,
    03331       st->index
    03332     );
    03333     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    03334   }
    03335
    03336   v->BeginLoading();
    03337
    03338   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
    03339 }
    03340
    03341 static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
    03342 {
    03343   byte old_z = v->z_pos;
    03344   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
    03345
    03346   if (new_tile) {
    03347     ClrBit(v->u.rail.flags, VRF_GOINGUP);
    03348     ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
    03349
    03350     if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
    03351       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
    03352        * To check whether the current tile is sloped, and in which
    03353        * direction it is sloped, we get the 'z' at the center of
    03354        * the tile (middle_z) and the edge of the tile (old_z),
    03355        * which we then can compare. */
    03356       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
    03357       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
    03358
    03359       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
    03360
    03361       /* For some reason tunnel tiles are always given as sloped :(
    03362        * But they are not sloped... */
    03363       if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
    03364         SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
    03365       }
    03366     }
    03367   }
    03368
    03369   VehiclePositionChanged(v);
    03370   EndVehicleMove(v);
    03371   return old_z;
    03372 }
    03373
    03374 static const Direction _new_vehicle_direction_table[11] = {
    03375   DIR_N , DIR_NW, DIR_W , INVALID_DIR,
    03376   DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
    03377   DIR_E , DIR_SE, DIR_S
    03378 };
    03379
    03380 static inline Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
    03381 {
    03382   uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
    03383               TileX(new_tile) - TileX(old_tile) + 1;
    03384   assert(offs < 11);
    03385   return _new_vehicle_direction_table[offs];
    03386 }
    03387
    03388 static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
    03389 {
    03390   byte offs;
    03391
    03392   x -= v->x_pos;
    03393   if (x >= 0) {
    03394     offs = (x > 2) ? 0 : 1;
    03395   } else {
    03396     offs = (x < -2) ? 2 : 1;
    03397   }
    03398
    03399   y -= v->y_pos;
    03400   if (y >= 0) {
    03401     offs += ((y > 2) ? 0 : 1) * 4;
    03402   } else {
    03403     offs += ((y < -2) ? 2 : 1) * 4;
    03404   }
    03405
    03406   assert(offs < 11);
    03407   return _new_vehicle_direction_table[offs];
    03408 }
    03409
    03410 /* Check if the vehicle is compatible with the specified tile */
    03411 static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
    03412 {
    03413   return
    03414     IsTileOwner(tile, v->owner) && (
    03415       !IsFrontEngine(v) ||
    03416       HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
    03417     );
    03418 }
    03419
    03420 struct RailtypeSlowdownParams {
    03421   byte small_turn, large_turn;
    03422   byte z_up; // fraction to remove when moving up
    03423   byte z_down; // fraction to remove when moving down
    03424 };
    03425
    03426 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    03427   // normal accel
    03428   {256 / 4, 256 / 2, 256 / 4, 2},
    03429   {256 / 4, 256 / 2, 256 / 4, 2},
    03430   {256 / 4, 256 / 2, 256 / 4, 2},
    03431   {0,       256 / 2, 256 / 4, 2},
    03432 };
    03433
    03435 static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
    03436 {
    03437   if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03438
    03439   DirDiff diff = DirDifference(v->direction, new_dir);
    03440   if (diff == DIRDIFF_SAME) return;
    03441
    03442   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
    03443   v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03444 }
    03445
    03447 static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
    03448 {
    03449   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03450
    03451   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
    03452
    03453   if (old_z < v->z_pos) {
    03454     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    03455   } else {
    03456     uint16 spd = v->cur_speed + rsp->z_down;
    03457     if (spd <= v->max_speed) v->cur_speed = spd;
    03458   }
    03459 }
    03460
    03461 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    03462 {
    03463   if (IsTileType(tile, MP_RAILWAY) &&
    03464       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    03465     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    03466     Trackdir trackdir = FindFirstTrackdir(tracks);
    03467     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    03468       /* A PBS block with a non-PBS signal facing us? */
    03469       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    03470     }
    03471   }
    03472   return false;
    03473 }
    03474
    03475
    03476 static void SetVehicleCrashed(Vehicle *v)
    03477 {
    03478   if (v->u.rail.crash_anim_pos != 0) return;
    03479
    03480   /* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
    03481   if (IsFrontEngine(v)) {
    03482     /* Remove all reservations, also the ones currently under the train
    03483      * and any railway station paltform reservation. */
    03484     FreeTrainTrackReservation(v);
    03485     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    03486       ClearPathReservation(u, u->tile, GetVehicleTrackdir(u));
    03487       if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
    03488         /* ClearPathReservation will not free the wormhole exit
    03489          * if the train has just entered the wormhole. */
    03490         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false);
    03491       }
    03492     }
    03493   }
    03494
    03495   /* we may need to update crossing we were approaching */
    03496   TileIndex crossing = TrainApproachingCrossingTile(v);
    03497
    03498   v->u.rail.crash_anim_pos++;
    03499
    03500   InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03501   InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    03502
    03503   if (v->u.rail.track == TRACK_BIT_DEPOT) {
    03504     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    03505   }
    03506
    03507   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    03508
    03509   for (; v != NULL; v = v->Next()) {
    03510     v->vehstatus |= VS_CRASHED;
    03511     MarkSingleVehicleDirty(v);
    03512   }
    03513
    03514   /* must be updated after the train has been marked crashed */
    03515   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    03516 }
    03517
    03518 static uint CountPassengersInTrain(const Vehicle *v)
    03519 {
    03520   uint num = 0;
    03521
    03522   for (; v != NULL; v = v->Next()) {
    03523     if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
    03524   }
    03525
    03526   return num;
    03527 }
    03528
    03535 static uint TrainCrashed(Vehicle *v)
    03536 {
    03537   /* do not crash train twice */
    03538   if (v->vehstatus & VS_CRASHED) return 0;
    03539
    03540   /* two drivers + passengers */
    03541   uint num = 2 + CountPassengersInTrain(v);
    03542
    03543   SetVehicleCrashed(v);
    03544   AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    03545
    03546   return num;
    03547 }
    03548
    03549 struct TrainCollideChecker {
    03550   Vehicle *v;
    03551   uint num;
    03552 };
    03553
    03554 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    03555 {
    03556   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03557
    03558   if (v->type != VEH_TRAIN) return NULL;
    03559
    03560   /* get first vehicle now to make most usual checks faster */
    03561   Vehicle *coll = v->First();
    03562
    03563   /* can't collide with own wagons && can't crash in depot && the same height level */
    03564   if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
    03565     int x_diff = v->x_pos - tcc->v->x_pos;
    03566     int y_diff = v->y_pos - tcc->v->y_pos;
    03567
    03568     /* needed to disable possible crash of competitor train in station by building diagonal track at its end */
    03569     if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03570
    03571     /* crash both trains */
    03572     tcc->num += TrainCrashed(tcc->v);
    03573     tcc->num += TrainCrashed(coll);
    03574
    03575     /* Try to reserve all tiles directly under the crashed trains.
    03576      * As there might be more than two trains involved, we have to do that for all vehicles */
    03577     const Vehicle *u;
    03578     FOR_ALL_VEHICLES(u) {
    03579       if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
    03580         TrackBits trackbits = u->u.rail.track;
    03581         if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03582           /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03583           trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
    03584         }
    03585         TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits));
    03586       }
    03587     }
    03588   }
    03589
    03590   return NULL;
    03591 }
    03592
    03599 static bool CheckTrainCollision(Vehicle *v)
    03600 {
    03601   /* can't collide in depot */
    03602   if (v->u.rail.track == TRACK_BIT_DEPOT) return false;
    03603
    03604   assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03605
    03606   TrainCollideChecker tcc;
    03607   tcc.v = v;
    03608   tcc.num = 0;
    03609
    03610   /* find colliding vehicles */
    03611   if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
    03612     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03613     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03614   } else {
    03615     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03616   }
    03617
    03618   /* any dead -> no crash */
    03619   if (tcc.num == 0) return false;
    03620
    03621   SetDParam(0, tcc.num);
    03622   AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
    03623     NS_ACCIDENT_VEHICLE,
    03624     v->index,
    03625     0
    03626   );
    03627
    03628   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03629   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03630   return true;
    03631 }
    03632
    03633 static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
    03634 {
    03635   DiagDirection exitdir = *(DiagDirection *)data;
    03636
    03637   /* front engine of a train, not inside wormhole or depot, not crashed */
    03638   if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
    03639     if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
    03640   }
    03641
    03642   return NULL;
    03643 }
    03644
    03645 static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
    03646 {
    03647   Vehicle *prev;
    03648
    03649   /* For every vehicle after and including the given vehicle */
    03650   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03651     DiagDirection enterdir = DIAGDIR_BEGIN;
    03652     bool update_signals_crossing = false; // will we update signals or crossing state?
    03653     BeginVehicleMove(v);
    03654
    03655     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03656     if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
    03657       /* Not inside tunnel */
    03658       if (gp.old_tile == gp.new_tile) {
    03659         /* Staying in the old tile */
    03660         if (v->u.rail.track == TRACK_BIT_DEPOT) {
    03661           /* Inside depot */
    03662           gp.x = v->x_pos;
    03663           gp.y = v->y_pos;
    03664         } else {
    03665           /* Not inside depot */
    03666
    03667           /* Reverse when we are at the end of the track already, do not move to the new position */
    03668           if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
    03669
    03670           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03671           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03672             goto invalid_rail;
    03673           }
    03674           if (HasBit(r, VETS_ENTERED_STATION)) {
    03675             /* The new position is the end of the platform */
    03676             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03677           }
    03678         }
    03679       } else {
    03680         /* A new tile is about to be entered. */
    03681
    03682         /* Determine what direction we're entering the new tile from */
    03683         Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
    03684         enterdir = DirToDiagDir(dir);
    03685         assert(IsValidDiagDirection(enterdir));
    03686
    03687         /* Get the status of the tracks in the new tile and mask
    03688          * away the bits that aren't reachable. */
    03689         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03690         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03691
    03692         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03693         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03694
    03695         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03696         if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
    03697           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03698            * can be switched on halfway a turn */
    03699           bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
    03700         }
    03701
    03702         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03703
    03704         /* Check if the new tile contrains tracks that are compatible
    03705          * with the current train, if not, bail out. */
    03706         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03707
    03708         TrackBits chosen_track;
    03709         if (prev == NULL) {
    03710           /* Currently the locomotive is active. Determine which one of the
    03711            * available tracks to choose */
    03712           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03713           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03714
    03715           /* Check if it's a red signal and that force proceed is not clicked. */
    03716           if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
    03717             /* In front of a red signal */
    03718             Trackdir i = FindFirstTrackdir(trackdirbits);
    03719
    03720             /* Don't handle stuck trains here. */
    03721             if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return;
    03722
    03723             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03724               v->cur_speed = 0;
    03725               v->subspeed = 0;
    03726               v->progress = 255 - 100;
    03727               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
    03728             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03729               v->cur_speed = 0;
    03730               v->subspeed = 0;
    03731               v->progress = 255 - 10;
    03732               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
    03733                 DiagDirection exitdir = TrackdirToExitdir(i);
    03734                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03735
    03736                 exitdir = ReverseDiagDir(exitdir);
    03737
    03738                 /* check if a train is waiting on the other side */
    03739                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckVehicleAtSignal)) return;
    03740               }
    03741             }
    03742
    03743             /* If we would reverse but are currently in a PBS block and
    03744              * reversing of stuck trains is disabled, don't reverse. */
    03745             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03746               v->load_unload_time_rem = 0;
    03747               return;
    03748             }
    03749             goto reverse_train_direction;
    03750           } else {
    03751             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03752           }
    03753         } else {
    03754           static const TrackBits _matching_tracks[8] = {
    03755               TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
    03756               TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
    03757               TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
    03758               TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
    03759           };
    03760
    03761           /* The wagon is active, simply follow the prev vehicle. */
    03762           chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
    03763         }
    03764
    03765         /* Make sure chosen track is a valid track */
    03766         assert(
    03767             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03768             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03769             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03770
    03771         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03772         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03773         gp.x = (gp.x & ~0xF) | b[0];
    03774         gp.y = (gp.y & ~0xF) | b[1];
    03775         Direction chosen_dir = (Direction)b[2];
    03776
    03777         /* Call the landscape function and tell it that the vehicle entered the tile */
    03778         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03779         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03780           goto invalid_rail;
    03781         }
    03782
    03783         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03784           Track track = FindFirstTrack(chosen_track);
    03785           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03786           if (IsFrontEngine(v) && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03787             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03788             MarkTileDirtyByTile(gp.new_tile);
    03789           }
    03790
    03791           /* Clear any track reservation when the last vehicle leaves the tile */
    03792           if (v->Next() == NULL) ClearPathReservation(v, v->tile, GetVehicleTrackdir(v));
    03793
    03794           v->tile = gp.new_tile;
    03795
    03796           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03797             TrainPowerChanged(v->First());
    03798           }
    03799
    03800           v->u.rail.track = chosen_track;
    03801           assert(v->u.rail.track);
    03802         }
    03803
    03804         /* We need to update signal status, but after the vehicle position hash
    03805          * has been updated by AfterSetTrainPos() */
    03806         update_signals_crossing = true;
    03807
    03808         if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
    03809
    03810         v->direction = chosen_dir;
    03811
    03812         if (IsFrontEngine(v)) {
    03813           v->load_unload_time_rem = 0;
    03814
    03815           /* If we are approching a crossing that is reserved, play the sound now. */
    03816           TileIndex crossing = TrainApproachingCrossingTile(v);
    03817           if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03818
    03819           /* Always try to extend the reservation when entering a tile. */
    03820           CheckNextTrainTile(v);
    03821         }
    03822       }
    03823     } else {
    03824       /* In a tunnel or on a bridge
    03825        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03826        * - for bridges, only the middle part - without the bridge heads */
    03827       if (!(v->vehstatus & VS_HIDDEN)) {
    03828         v->cur_speed =
    03829           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03830       }
    03831
    03832       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03833         /* Perform look-ahead on tunnel exit. */
    03834         if (IsFrontEngine(v)) {
    03835           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03836           CheckNextTrainTile(v);
    03837         }
    03838       } else {
    03839         v->x_pos = gp.x;
    03840         v->y_pos = gp.y;
    03841         VehiclePositionChanged(v);
    03842         if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
    03843         continue;
    03844       }
    03845     }
    03846
    03847     /* update image of train, as well as delta XY */
    03848     v->UpdateDeltaXY(v->direction);
    03849     if (update_image) v->cur_image = v->GetImage(v->direction);
    03850
    03851     v->x_pos = gp.x;
    03852     v->y_pos = gp.y;
    03853
    03854     /* update the Z position of the vehicle */
    03855     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
    03856
    03857     if (prev == NULL) {
    03858       /* This is the first vehicle in the train */
    03859       AffectSpeedByZChange(v, old_z);
    03860     }
    03861
    03862     if (update_signals_crossing) {
    03863       if (IsFrontEngine(v)) {
    03864         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03865           /* We are entering a block with PBS signals right now, but
    03866            * not through a PBS signal. This means we don't have a
    03867            * reservation right now. As a conventional signal will only
    03868            * ever be green if no other train is in the block, getting
    03869            * a path should always be possible. If the player built
    03870            * such a strange network that it is not possible, the train
    03871            * will be marked as stuck and the player has to deal with
    03872            * the problem. */
    03873           if ((!HasReservedTracks(gp.new_tile, v->u.rail.track) &&
    03874               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) ||
    03875               !TryPathReserve(v)) {
    03876             MarkTrainAsStuck(v);
    03877           }
    03878         }
    03879       }
    03880
    03881       /* Signals can only change when the first
    03882        * (above) or the last vehicle moves. */
    03883       if (v->Next() == NULL) {
    03884         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03885         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03886       }
    03887     }
    03888
    03889     /* Do not check on every tick to save some computing time. */
    03890     if (IsFrontEngine(v) && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03891   }
    03892   return;
    03893
    03894 invalid_rail:
    03895   /* We've reached end of line?? */
    03896   if (prev != NULL) error("Disconnecting train");
    03897
    03898 reverse_train_direction:
    03899   v->load_unload_time_rem = 0;
    03900   v->cur_speed = 0;
    03901   v->subspeed = 0;
    03902   ReverseTrainDirection(v);
    03903 }
    03904
    03910 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03911 {
    03912   TrackBits *trackbits = (TrackBits *)data;
    03913
    03914   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03915     if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03916       /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03917       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03918     } else {
    03919       *trackbits |= v->u.rail.track;
    03920     }
    03921   }
    03922
    03923   return NULL;
    03924 }
    03925
    03933 static void DeleteLastWagon(Vehicle *v)
    03934 {
    03935   Vehicle *first = v->First();
    03936
    03937   /* Go to the last wagon and delete the link pointing there
    03938    * *u is then the one-before-last wagon, and *v the last
    03939    * one which will physicially be removed */
    03940   Vehicle *u = v;
    03941   for (; v->Next() != NULL; v = v->Next()) u = v;
    03942   u->SetNext(NULL);
    03943
    03944   if (first != v) {
    03945     /* Recalculate cached train properties */
    03946     TrainConsistChanged(first, false);
    03947     /* Update the depot window if the first vehicle is in depot -
    03948      * if v == first, then it is updated in PreDestructor() */
    03949     if (first->u.rail.track == TRACK_BIT_DEPOT) {
    03950       InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
    03951     }
    03952   }
    03953
    03954   /* 'v' shouldn't be accessed after it has been deleted */
    03955   TrackBits trackbits = v->u.rail.track;
    03956   TileIndex tile = v->tile;
    03957   Owner owner = v->owner;
    03958
    03959   delete v;
    03960   v = NULL; // make sure nobody will try to read 'v' anymore
    03961
    03962   if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03963     /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03964     trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03965   }
    03966
    03967   Track track = TrackBitsToTrack(trackbits);
    03968   if (HasReservedTracks(tile, trackbits)) {
    03969     UnreserveRailTrack(tile, track);
    03970
    03971     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03972     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03973     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03974
    03975     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03976     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03977     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
    03978       if (HasBit(remaining_trackbits, t)) {
    03979         TryReserveRailTrack(tile, t);
    03980       }
    03981     }
    03982   }
    03983
    03984   /* check if the wagon was on a road/rail-crossing */
    03985   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03986
    03987   /* Update signals */
    03988   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03989     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03990   } else {
    03991     SetSignalsOnBothDir(tile, track, owner);
    03992   }
    03993 }
    03994
    03995 static void ChangeTrainDirRandomly(Vehicle *v)
    03996 {
    03997   static const DirDiff delta[] = {
    03998     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03999   };
    04000
    04001   do {
    04002     /* We don't need to twist around vehicles if they're not visible */
    04003     if (!(v->vehstatus & VS_HIDDEN)) {
    04004       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    04005       BeginVehicleMove(v);
    04006       v->UpdateDeltaXY(v->direction);
    04007       v->cur_image = v->GetImage(v->direction);
    04008       /* Refrain from updating the z position of the vehicle when on
    04009        * a bridge, because AfterSetTrainPos will put the vehicle under
    04010        * the bridge in that case */
    04011       if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
    04012     }
    04013   } while ((v = v->Next()) != NULL);
    04014 }
    04015
    04016 static void HandleCrashedTrain(Vehicle *v)
    04017 {
    04018   int state = ++v->u.rail.crash_anim_pos;
    04019
    04020   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    04021     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    04022   }
    04023
    04024   uint32 r;
    04025   if (state <= 200 && Chance16R(1, 7, r)) {
    04026     int index = (r * 10 >> 16);
    04027
    04028     Vehicle *u = v;
    04029     do {
    04030       if (--index < 0) {
    04031         r = Random();
    04032
    04033         CreateEffectVehicleRel(u,
    04034           GB(r,  8, 3) + 2,
    04035           GB(r, 16, 3) + 2,
    04036           GB(r,  0, 3) + 5,
    04037           EV_EXPLOSION_SMALL);
    04038         break;
    04039       }
    04040     } while ((u = u->Next()) != NULL);
    04041   }
    04042
    04043   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    04044
    04045   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    04046     DeleteLastWagon(v);
    04047     InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
    04048   }
    04049 }
    04050
    04051 static void HandleBrokenTrain(Vehicle *v)
    04052 {
    04053   if (v->breakdown_ctr != 1) {
    04054     v->breakdown_ctr = 1;
    04055     v->cur_speed = 0;
    04056
    04057     if (v->breakdowns_since_last_service != 255)
    04058       v->breakdowns_since_last_service++;
    04059
    04060     InvalidateWindow(WC_VEHICLE_VIEW, v->index);
    04061     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    04062
    04063     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
    04064       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
    04065         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
    04066     }
    04067
    04068     if (!(v->vehstatus & VS_HIDDEN)) {
    04069       Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
    04070       if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
    04071     }
    04072   }
    04073
    04074   if (!(v->tick_counter & 3)) {
    04075     if (!--v->breakdown_delay) {
    04076       v->breakdown_ctr = 0;
    04077       InvalidateWindow(WC_VEHICLE_VIEW, v->index);
    04078     }
    04079   }
    04080 }
    04081
    04083 static const uint16 _breakdown_speeds[16] = {
    04084   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    04085 };
    04086
    04087
    04095 static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
    04096 {
    04097   /* Calc position within the current tile */
    04098   uint x = v->x_pos & 0xF;
    04099   uint y = v->y_pos & 0xF;
    04100
    04101   /* for diagonal directions, 'x' will be 0..15 -
    04102    * for other directions, it will be 1, 3, 5, ..., 15 */
    04103   switch (v->direction) {
    04104     case DIR_N : x = ~x + ~y + 25; break;
    04105     case DIR_NW: x = y;            /* FALLTHROUGH */
    04106     case DIR_NE: x = ~x + 16;      break;
    04107     case DIR_E : x = ~x + y + 9;   break;
    04108     case DIR_SE: x = y;            break;
    04109     case DIR_S : x = x + y - 7;    break;
    04110     case DIR_W : x = ~y + x + 9;   break;
    04111     default: break;
    04112   }
    04113
    04114   /* do not reverse when approaching red signal */
    04115   if (!signal && x + (v->u.rail.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    04116     /* we are too near the tile end, reverse now */
    04117     v->cur_speed = 0;
    04118     ReverseTrainDirection(v);
    04119     return false;
    04120   }
    04121
    04122   /* slow down */
    04123   v->vehstatus |= VS_TRAIN_SLOWING;
    04124   uint16 break_speed = _breakdown_speeds[x & 0xF];
    04125   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    04126
    04127   return true;
    04128 }
    04129
    04130
    04136 static bool TrainCanLeaveTile(const Vehicle *v)
    04137 {
    04138   /* Exit if inside a tunnel/bridge or a depot */
    04139   if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
    04140
    04141   TileIndex tile = v->tile;
    04142
    04143   /* entering a tunnel/bridge? */
    04144   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    04145     DiagDirection dir = GetTunnelBridgeDirection(tile);
    04146     if (DiagDirToDir(dir) == v->direction) return false;
    04147   }
    04148
    04149   /* entering a depot? */
    04150   if (IsRailDepotTile(tile)) {
    04151     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    04152     if (DiagDirToDir(dir) == v->direction) return false;
    04153   }
    04154
    04155   return true;
    04156 }
    04157
    04158
    04166 static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
    04167 {
    04168   assert(IsFrontEngine(v));
    04169   assert(!(v->vehstatus & VS_CRASHED));
    04170
    04171   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    04172
    04173   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    04174   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    04175
    04176   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    04177   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    04178       !CheckCompatibleRail(v, tile)) {
    04179     return INVALID_TILE;
    04180   }
    04181
    04182   return tile;
    04183 }
    04184
    04185
    04192 static bool TrainCheckIfLineEnds(Vehicle *v)
    04193 {
    04194   /* First, handle broken down train */
    04195
    04196   int t = v->breakdown_ctr;
    04197   if (t > 1) {
    04198     v->vehstatus |= VS_TRAIN_SLOWING;
    04199
    04200     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    04201     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    04202   } else {
    04203     v->vehstatus &= ~VS_TRAIN_SLOWING;
    04204   }
    04205
    04206   if (!TrainCanLeaveTile(v)) return true;
    04207
    04208   /* Determine the non-diagonal direction in which we will exit this tile */
    04209   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    04210   /* Calculate next tile */
    04211   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    04212
    04213   /* Determine the track status on the next tile */
    04214   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    04215   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    04216
    04217   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    04218   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    04219
    04220   /* We are sure the train is not entering a depot, it is detected above */
    04221
    04222   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    04223   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    04224   if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    04225     bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
    04226   }
    04227
    04228   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    04229   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    04230     return TrainApproachingLineEnd(v, false);
    04231   }
    04232
    04233   /* approaching red signal */
    04234   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    04235
    04236   /* approaching a rail/road crossing? then make it red */
    04237   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    04238
    04239   return true;
    04240 }
    04241
    04242
    04243 static void TrainLocoHandler(Vehicle *v, bool mode)
    04244 {
    04245   /* train has crashed? */
    04246   if (v->vehstatus & VS_CRASHED) {
    04247     if (!mode) HandleCrashedTrain(v);
    04248     return;
    04249   }
    04250
    04251   if (v->u.rail.force_proceed != 0) {
    04252     v->u.rail.force_proceed--;
    04253     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    04254     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04255   }
    04256
    04257   /* train is broken down? */
    04258   if (v->breakdown_ctr != 0) {
    04259     if (v->breakdown_ctr <= 2) {
    04260       HandleBrokenTrain(v);
    04261       return;
    04262     }
    04263     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
    04264   }
    04265
    04266   if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
    04267     ReverseTrainDirection(v);
    04268   }
    04269
    04270   /* exit if train is stopped */
    04271   if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
    04272
    04273   bool valid_order = v->current_order.IsValid() && v->current_order.GetType() != OT_CONDITIONAL;
    04274   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    04275     v->load_unload_time_rem = 0;
    04276     v->cur_speed = 0;
    04277     v->subspeed = 0;
    04278     ReverseTrainDirection(v);
    04279     return;
    04280   }
    04281
    04282   v->HandleLoading(mode);
    04283
    04284   if (v->current_order.IsType(OT_LOADING)) return;
    04285
    04286   if (CheckTrainStayInDepot(v)) return;
    04287
    04288   if (!mode) HandleLocomotiveSmokeCloud(v);
    04289
    04290   /* We had no order but have an order now, do look ahead. */
    04291   if (!valid_order && v->current_order.IsValid()) {
    04292     CheckNextTrainTile(v);
    04293   }
    04294
    04295   /* Handle stuck trains. */
    04296   if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    04297     ++v->load_unload_time_rem;
    04298
    04299     /* Should we try reversing this tick if still stuck? */
    04300     bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
    04301
    04302     if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return;
    04303     if (!TryPathReserve(v)) {
    04304       /* Still stuck. */
    04305       if (turn_around) ReverseTrainDirection(v);
    04306
    04307       if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    04308         /* Show message to player. */
    04309         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    04310           SetDParam(0, v->index);
    04311           AddNewsItem(
    04312             STR_TRAIN_IS_STUCK,
    04313             NS_ADVICE,
    04314             v->index,
    04315             0);
    04316         }
    04317         v->load_unload_time_rem = 0;
    04318       }
    04319       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    04320       if (v->u.rail.force_proceed == 0) return;
    04321       ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    04322       v->load_unload_time_rem = 0;
    04323       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04324     }
    04325   }
    04326
    04327   if (v->current_order.IsType(OT_LEAVESTATION)) {
    04328     v->current_order.Free();
    04329     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04330     return;
    04331   }
    04332
    04333   int j = UpdateTrainSpeed(v);
    04334
    04335   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    04336   if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) {
    04337     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04338   }
    04339
    04340   int adv_spd = (v->direction & 1) ? 192 : 256;
    04341   if (j < adv_spd) {
    04342     /* if the vehicle has speed 0, update the last_speed field. */
    04343     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
    04344   } else {
    04345     TrainCheckIfLineEnds(v);
    04346     /* Loop until the train has finished moving. */
    04347     do {
    04348       j -= adv_spd;
    04349       TrainController(v, NULL, true);
    04350       /* Don't continue to move if the train crashed. */
    04351       if (CheckTrainCollision(v)) break;
    04352       /* 192 spd used for going straight, 256 for going diagonally. */
    04353       adv_spd = (v->direction & 1) ? 192 : 256;
    04354     } while (j >= adv_spd);
    04355     SetLastSpeed(v, v->cur_speed);
    04356   }
    04357
    04358   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04359 }
    04360
    04361
    04362
    04363 Money Train::GetRunningCost() const
    04364 {
    04365   Money cost = 0;
    04366   const Vehicle *v = this;
    04367
    04368   do {
    04369     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    04370
    04371     byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost);
    04372     if (cost_factor == 0) continue;
    04373
    04374     /* Halve running cost for multiheaded parts */
    04375     if (IsMultiheaded(v)) cost_factor /= 2;
    04376
    04377     cost += cost_factor * GetPriceByIndex(rvi->running_cost_class);
    04378   } while ((v = GetNextVehicle(v)) != NULL);
    04379
    04380   return cost;
    04381 }
    04382
    04383
    04384 void Train::Tick()
    04385 {
    04386   if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
    04387
    04388   this->tick_counter++;
    04389
    04390   if (IsFrontEngine(this)) {
    04391     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
    04392     this->current_order_time++;
    04393
    04394     TrainLocoHandler(this, false);
    04395
    04396     /* make sure vehicle wasn't deleted. */
    04397     if (this->type == VEH_TRAIN && IsFrontEngine(this))
    04398       TrainLocoHandler(this, true);
    04399   } else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
    04400     /* Delete flooded standalone wagon chain */
    04401     if (++this->u.rail.crash_anim_pos >= 4400) delete this;
    04402   }
    04403 }
    04404
    04405 static void CheckIfTrainNeedsService(Vehicle *v)
    04406 {
    04407   static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
    04408
    04409   if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04410   if (v->IsInDepot()) {
    04411     VehicleServiceInDepot(v);
    04412     return;
    04413   }
    04414
    04415   TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
    04416   /* Only go to the depot if it is not too far out of our way. */
    04417   if (tfdd.best_length == UINT_MAX || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
    04418     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04419       /* If we were already heading for a depot but it has
    04420        * suddenly moved farther away, we continue our normal
    04421        * schedule? */
    04422       v->current_order.MakeDummy();
    04423       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04424     }
    04425     return;
    04426   }
    04427
    04428   const Depot *depot = GetDepotByTile(tfdd.tile);
    04429
    04430   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04431       v->current_order.GetDestination() != depot->index &&
    04432       !Chance16(3, 16)) {
    04433     return;
    04434   }
    04435
    04436   v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
    04437   v->dest_tile = tfdd.tile;
    04438   InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04439 }
    04440
    04441 void Train::OnNewDay()
    04442 {
    04443   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04444
    04445   if (IsFrontEngine(this)) {
    04446     CheckVehicleBreakdown(this);
    04447     AgeVehicle(this);
    04448
    04449     CheckIfTrainNeedsService(this);
    04450
    04451     CheckOrders(this);
    04452
    04453     /* update destination */
    04454     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04455       TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile;
    04456       if (tile != INVALID_TILE) this->dest_tile = tile;
    04457     }
    04458
    04459     if (this->running_ticks != 0) {
    04460       /* running costs */
    04461       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04462
    04463       this->profit_this_year -= cost.GetCost();
    04464       this->running_ticks = 0;
    04465
    04466       SubtractMoneyFromCompanyFract(this->owner, cost);
    04467
    04468       InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
    04469       InvalidateWindowClasses(WC_TRAINS_LIST);
    04470     }
    04471   } else if (IsTrainEngine(this)) {
    04472     /* Also age engines that aren't front engines */
    04473     AgeVehicle(this);
    04474   }
    04475 }
    04476
    04477 void InitializeTrains()
    04478 {
    04479   _age_cargo_skip_counter = 1;
    04480 }